INTRODUCTION .........................................4 Army Special Rules .......................................... 5 The Alcatani Fellowship ................................... 6 Al Muktar's Desert Dogs ................................... 8 Anakonda's Amazons ...................................... 10 Asarnil the Dragonlord .................................... 12 Beorg Bearstruck and the Bearmen of Urslo ..... 14 The Birdmen of Catrazza ................................ 16 Braganza's Besiegers....................................... 18 Bronzino's Galloper Guns................................ 20 The Cursed Company ..................................... 22 The Giants of Albion ...................................... 25 Golgfag's Mercenary Ogres ............................. 29 Gotrex and Felix ............................................. 31
Leopold's Leopard Company ........................... 34 Long Drong's Slayer Pirates ............................ 36 Lumpin Croop's Fighting Cocks ...................... 38 Malakai Makaisson's Goblin-Hewer ................ 40 Marksmen of Miragliano................................. 42 Mengil Manhide's Manflayers ......................... 44 Oglah Khan's Wolfboyz .................................. 47 Pirazzo's Lost Legion...................................... 49 Ricco's Republican Guard ............................... 51 Ruglud's Armoured Orcs ................................. 53 Tichi-Huichi's Raiders .................................... 56 Vespero's Vendetta ......................................... 59 Voland's Venators .......................................... 61 The Witch hunters .......................................... 63

FOR HIRE .................................................... 65

Updated by: Mathias Eliasson, Mathew Weiss and Bill J. Wilson. Cover Art: Karl Kopinski.

Art: John Blanche, Alex Boyd, Wayne England, Des Hanley, Toby Hynes, Nuala Kennedy, Paul Smith, John Wigley, Winona Nelson, Daarken, Warhammer Online. Book Design: Mathias Eliasson. Editing: Mathias Eliasson. Original Book: Nigel Stillman, Anthony Reynolds, Andy Hoare, Gav Thorpe, Tuomas Pirinen, Rick Priestley. Feedback and Playtesting: Damian Caulfield, Matthew Trindall, Baumann, Zark the Damned, EdSteiner, tarastop, Akbar, number9, KingGarland, Grim Squeaker, Stefan Wolf. Special Thanks To: Stefan Wolf, Joseph Kagann, and all the players that have contributed with feedback and ideas. This book is completely unofficial and in no way endorsed by Games Workshop Limited. The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle, Skaven, the Skaven symbol devices, Slaanesh, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tzeentch, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 20002010, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.


Famous mercenary regiments acquire a certain notoriety because they are remarkably successful, brutal, adventurous, or for some other reason that brings them to the attention of the world. We call them Regiments of Renown and these units can often be found fighting for many different armies, as long as the pay is good! Individual Regiments of Renown are led by famous characters, and indeed are frequently named after these leaders. For example, the notorious Ogre Captain Golgfag, whose Ogre mercenaries have, at one time or another, looted and despoiled most civilised parts Old World... and some not so civilised ones too. Regiments of Renown do not necessarily have ties to a particular country, nor are they a whole new race. They are bands of warriors and adventurers who live by fighting – for glory and more importantly for gold! The Regiments of Renown are made up of skilled pikemen, deadly marksmen, Hobgoblin cavalry from the eastern steppes, Halfling scouts, drunken Dwarf pirates, Ogres from the Badlands and Giants from the misty shores of Albion. Together they ply their trade to every point of the compass in the Old and New Worlds, fighting for anybody, any time, any place, anywhere… Just as there are regiments of mercenaries to hire, there are just as many lone freelancers. These individuals wander the Old World, selling their skills to the highest bidder. Many are thieves and brigands, and some are hard bitten mercenaries who will not (or cannot) join one of the many mercenary regiments. There are thrillseeking Imperial nobles, fanatical Witch Hunters and even specialists such as siege engineers, wizards or assassins. In this book, you will find rules and background for including these most famous of mercenary units, as well as options for including them into your Warhammer army.

Although the Regiments of Renown have no common heritage, many find employment in that most notorious of mercenary breeding grounds, the land of Tilea. Tilea is an anarchic land and is in an almost constant state of upheaval, as the wealthy merchant princes of the independent city states plot against each other. All this anarchy means mercenaries who travel there can be assured of profitable employment. While the Warhammer Expansion: Regiments of Renown contains everything you need to play the game with these units, there are always more tactics to use, different battles to fight and painting ideas to try out. You can find articles specific to the Dogs of War on our website:



All named models (except for Standard Bearers, and Musicians) in a Regiment of Renown follow the rules for Characters in the game, with the following exceptions. These characters cannot leave their unit (unless specified), but they do not use up any of the character percentage from the army lists (unless specified). If the characters have different equipment than the rest of the rank and file, this is clearly listed in the Equipment list. Note that, regardless of their Leadership value, these characters can never be an army‘s General. Some of these named models are Standard Bearers and Musicians; these are treated just like normal Standard Bearers and Musicians, and as such may not be attacked separately. All of these units and characters are unique – you may only field one of each in your army, unless specified. When fielding Regiments of Renown in any army other than Dogs of War, they follow the rules for nonaligned allies.

Pikes are the infantry weapon of choice in Tilea. Twice as long as a normal spear and longer than a cavalryman‟s lance, the front of a unit of pikes is an impenetrable wall of steel. Range Combat Strength As user Special Rules Requires Two Hands, Fight in Extra Ranks (3)

When being charged to the front by Cavalry, Monstrous Cavalry, Monsters or models that cause Impact Hits, models armed with pikes gains +1 to their Strength against said troop types in the following Close Combat phase.

Essentially a hand held version of the crossbow, this weapon's exquisite construction increases the tension in the cord when cranked, thus making it a worthwhile addition to any warrior's arsenal. Better still, given its small size, it's an ideal weapon for horsemen, who can keep one hand on the reigns of their mount while firing at enemies. Range 16" Strength 4 Special Rules -

In the next few pages, you will find all the information you need to field Regiments of Renown in your Warhammer battles.

Each regiment has a basic cost, which includes all the equipment, characters and their magic items. These cannot be modified in any way.

Used heavily by Braganza's Besiegers, a Free Company operating in Tilea, these special shields are designed to protect crossbowmen from ranged attacks while reloading. Unlike normal shields, the pavise provides a good amount of cover. To use it, the crossbowman props the shield in front of him. The Pavise grants a 5+ armour save against ranged attacks to the unit‘s front, which may be combined with other armour as normal.

The characteristic profiles for the troops and characters in each unit are given here.

Each entry specifies the minimum size for each unit. Normally the unit‘s size can be increased by buying extra models at the cost given, but in some cases units also have a maximum size.

The Tileans learned the techniques for forging plate armour from the Dwarfs, and though it's not as high in quality as Dwarf-forged armour, it is serviceable enough for Tilean nobles. Normally, only the mercenary lords can afford these full plate armours, and even then, they often have a haphazard appearance. Full plate armour gives the wearer a 4+ armour save.

This entry lists the weapons and armour for that regiment. The value of these items is included in the points value.

Many troops have special rules which are described in this section.

Some characters carry magic items and their rules are given here. Note that the player cannot buy new magic items for the characters of the Regiments of Renown.


Miserable do-gooding, no-account, back-stabbing, underhand… „s getting‟ so an honest landlord can‟t even relieve a bunch of farmers of their crops without someone stickin‟ their ugly noses in. Bunch of lousy, dog-breath… NO I HAVEN‟T ANY LAST WORDS.
Last words of Bernado „the rat‟

It was with some desperation that Roderigo Delmonte surveyed the ruins of his crop. Yesterday he had stood upon the same spot and admired the unfolding acres of Alcatani ripening in the hot Tilean sun. today, where once had grown apples and citrus, vines and olive trees, there was nothing but charred stumps smouldering upon a ravaged landscape. The passage of El Cadavo‘s rampaging army had left him an impoverished and broken man. The agricultural efforts of a long and hard life had proven utterly and cruelly fruitless. The life of a farmer, even a wealthy landowner, was never an easy one in the war-torn land of Tilea. When Roderigo Delmonte found himself

destitute he embarked upon the only course of action that remained to him: he became a soldier. His workforce, faced with the unappealing option of starvation, signed up without question. In Remas, Roderigo sold his last and favourite mule and with the proceeds bought some shoddy armour, a few second-hand helmets, and a batch of slightly bent pikes. With a bit of elbow grease, a few hammer blows, and the aid of a steaming kettle, Roderigo‘s mean set about preparing themselves for their first battle. By the time they had finished they didn‘t look bad! The Alcatani Fellowship‘s first job was not particularly glamorous or lucrative – escorting a consignment of dung to a rhubarb grower outside Remas – but soon Roderigo began to gain a reputation for reliability. The rich and successful were prepared to pay top-prices for the best troops… but for every rich merchant there were ten small scale operators who couldn‘t afford the services of the more expensive mercenaries. The Alcatani Fellowship found a niche! Despite its rather modest origin the Alcatani Fellowship has proven itself on more than one occasion. Their first battle more or less set the trend. The villagers of Buccolia, a small vine growing community in the lee of the Apuccini Mountains, found themselves terrorized by a particularly nasty gang of Orcs. These greenskins had come to Tilea as mercenaries, but had proven so unreliable and untrustworthy that no one would employ them. So they became bandits instead, raiding small farms and villages and generally making life miserable for poor, hard-working village folk. In Buccolia the villagers pooled all their savings to hire mercenaries to help them, but sadly no one was willing to work for seven ducats, three farthings, and a goat. Even the money lenders refused to deal with them.

Alvarez: I don't know why we keep fighting for poor peasants who've got no money? Roderigo: Ha! Rich Princes with plenty of gold always say `I'll pay you after the battle'. Then after the battle they forget to pay us! Alvarez: You mean just like poor peasants? Roderigo: No, not like poor peasants. Remember last year when we fought for the village of Scintio? They were honest enough to say that they had no money to pay us before the battle even started. Alvarez: Yes, but we fought for them anyway! Roderigo: Well remember that scruffy peasant who was hanging round my tent this morning? Alvarez: I can stiff smell hint! What did he want? Another free battle? Roderigo: He came to express the gratitude of the villagers of Scintio. Alvarez: Very nice, but how much breakfast will that buy? Roderigo: Not much, but he also left us two sacks of goat cheese... and this sack of gold pieces!

Rod-rigo, Rod-rigo, marching through the land Rod-rigo, Rod-rigo, with his honest band Feared by the greedy Loved by the needy Rod-rigo, Rod-rigo, Rod-rigo!
When Roderigo Delmonte heard of their plight he was angered and indignant! The villagers‘ story was a familiar tale of honest hard-working folk (rare enough in Tilea) unable to find justice because they were poor and powerless. Roderigo knew this tale very well indeed. Although he had not exactly grown rich as a mercenary, what he had was enough, and so he decided to help the desperate villagers. The Alcatani Fellowship arrived in the dead of night, after a long march in the pouring rain. From the roadside they could see the smouldering torches of the Orc raiders as they climbed down the slopes behind the village. Tired and hungry as they were, the valiant pikemen prepared for battle. It was quite a surprise for the Orcs. They had expected helpless grovelling peasants. Instead they found themselves confronted by grim faced men with steel-tipped pikes, who fought with the determination of the possessed! After a short struggle the Orc raiders lay dead and scattered. Roderigo had triumphed. In return he asked for no money – but only the thanks of the villagers. This, the villagers were more than willing to give! Since that day, the Alcatani Fellowship has fought many battles, for many masters, including many of the richest and most famous mercenary generals in Tilea. But even today they are willing to fight for the poor and helpless at rates which are far below those of most mercenaries. Although he may never be rich himself, amongst the common people of the countryside Roderigo Delmonte is the most popular mercenary captain in the land. He is cheered and greeted wherever he goes and stories of his unselfish deeds are told around the hearths of simple country folk throughout all Tilea.

CAPTAIN: Roderigo Delmonte. MOTTO: The Cut-price Cut-throats You Can

BATTLE-CRY: Yes! APPEARANCE: The Alcatani fellowship wear
simple, some might say cheap, armour and red crested helmets of unfashionable design. Their clothing is simple, practical, and somewhat threadbare. They carry sturdy steel-tipped pikes.

POINTS: Roderigo Delmonte plus nine Pikemen,
including a Standard Bearer and Musician, cost a total of 95 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Pikemen at a cost of 5 points each. M WS BS S T W I A Ld 4 4 4 4 3 2 4 2 8 4 2 2 3 3 1 3 1 7

Roderigo Pikeman

UNIT SIZE: 10+ EQUIPMENT: Pike and light armour. Roderigo is
equipped with two hand weapons and heavy armour.

TROOP TYPE: Infantry.


We never had a chance, sir. They came out of nowhere. Before we could turn they were in among us, shouting their chilling battle-cries as they cut us down. It‟s true we ran from them sir, but these were not men – they were demons on horseback.
The mercenary Gunter Friesheim, explaining his part in the infamous Rout of Rifraffa Young Werner Glook was sent by his parents to an exclusive school in Marienburg – a common fate for children of rich and famous parents who couldn‘t be bothered to raise their offspring for themselves. As a consequence, childhood was a lonely and deeply unhappy time for him. The school masters beat him frequently and the older boys adopted him as their personal slave. Werner lived in constant anticipation of a sound thrashing. He learned to endure things by immersing himself in dreams of foreign travel and exotic lands. Years later, Werner Glook stepped from a Tilean merchant ship onto the harbor of Lashiek – City of the Arabian Corsairs. His eagerness to travel the world had brought him to the greatest city in Araby. Swarthyskinned boys dressed in rags scampered about his feet, offering to carry his bags and attempting to pick his pockets. He sent them away with a single word of command. The boys gawped in amazement and ran away quickly. They did not expect a blond haired, blue-eyed stranger to speak their language – let alone to be so familiar with the coarse vernacular of Araby. Perhaps he was no ordinary stranger at all, but the mysterious Al Muktar – the Chosen One – whose coming was foretold that very year! Werner knew nothing of this old legend. He was gratified to find the people of Araby friendly and generous – at least once he had spoken to them after which they generally stopped trying to steal his belongings. The word began to spread through the city. Werner remained oblivious to his growing fame. One day he decided to undertake a journey out into the desert to see some famous ruins. He hired guides and camels, and set out eastward. After three days the caravan was attacked by bandits. Werner‘s guides ran off as soon as the bandits attacked, except for blind Ibn the beggar boy who didn‘t realize what was going on until too late, and then ran in exactly the wrong direction and was easily caught. Werner, being to obstinate to flee, was capture after a fierce fight in which he gave a fine display of fist fighting – a skill learned by necessity in his school days. The bandits‘ leader was Sheikh Ahmed Shufti, a squint-eyed son of the sand, dressed, like his warriors, in voluminous flowing robes. The Sheikh had never seen an Old Worlder before, but was impressed by his captive‘s pluck! The Sheikh decided to stake out Werner in the desert and beat him to death slowly over several days. Whilst they were entertained by his cries and pitiful pleading, the bandits would roast one of the camels. After three days of torture and no water, Werner had uttered not one cry of pain and the only words he had spoken were to defy his captors and curse their closer relatives. The Sheikh was impressed, and his men were getting a bit nervous. Surely no ordinary man could endure such pain. They were not to know that Werner was used to beatings, having suffered far worse at the hands of his fellow pupils at school. Once they had hung him for three days in the flue of the great chimney in the headmaster‘s study… he had not uttered a word then either, not even when old Meistergriek had lit the fire to warm his old bones. Werner could hear the bandits muttering about ‗Al Muktar‘, but he had no idea that it meant ‗the Chosen One‘. ‗Al Muktarrrr‘ he cried as loudly as he could. The bandits, who were huddled around their camp fire, had grown scared of the Old Worlder after Ibn had told them about the legend and various wonderous things he had supposedly done in Lashiek. Also, things had begun to mysteriously disappear, mostly small valuable possessions, and Ibn was careful to explain that this was a sure sign that the bandits had fallen under Al Muktar‘s curse. Consequently, when they heard Werner‘s cry they threw themselves to the ground wailing and crying, ‗Al Muktar… Al Muktar… forgive us‘. Needless to say Werner did forgive them. In fact he became one of them – the life of a desert warrior sounded adventurous and exciting. He abandoned his old name, clothes, and habits and became Al Muktar. Soon the bandits were known and feared all along the coast of Araby. They became renowned as the Desert Dogs – horsemen of unparalleled ferocity wielding mighty scimitars of gleaming steel. Their battle-cry of ‗Al Muktar‘ became feared throughout the land.


Soon, the Desert Dogs became such a nuisance that the Sheikh of Lashiek was compelled to hire them by means of large bribes. At first he sent them eastwards to fight the Undead. Al Muktar very much enjoyed travelling the land of the Undead, but the Desert Dogs grew restless, and soon he led them northwards through the Badlands and into the Border Princes. The dashing horsemen proved ideally suited to the fast, mobile kind of warfare in the pioneer country, and Al Muktar was soon as famous in the frontiers of the Old World as he was in Araby! Only the continued disappearance of small but valuable items from the pockets and saddlebags of the Desert Dogs continued to trouble the warriors. Plainly they must fight harder and more loyally to end the curse that their mistreatment of Al Muktar had invoked.

CAPTAIN: Al Muktar – Son of the Desert. MOTTO: The Desert Dogs have two famous mottos.
There is the official version favored by Al Muktar himself, ‗Mighty are the Muktarhin!‘ and then there is the less righteous version often employed by Sheikh Ahmed Shufti, ‗Desert Dogs Run Faster Because the Trees are Farther Apart.‘

TROOP TYPE: Cavalry. SPECIAL RULES: Fast Cavalry, Ambushers.
Daemons on Horseback: The combination of the Desert Dogs‘ surprise attacks and their chilling battlecries is enough to unnerve even the bravest of soldiers. The Desert Dogs cause Fear on any turn in which they charge.

BATTLE-CRY: Al Muktar! APPEARANCE: The Desert Dogs ride white horses
and are swathed from head to foot in voluminous cloth to protect them from the fierce desert sun. They insist on wearing this clothing regardless of the climate they find themselves in, or whatever time of day or night it happens to be. All that can be seen are their eyes and hands.

Scimitar of Dakisir (Magic Weapon) This scimitar is an heirloom of the tribal sheikhs of the Desert Dogs. It was forged centuries ago in the Kasbah of Dakisir, long ago sacked and ruined by the Undead. The blade is decorated with magical texts inlaid in gold. The Scimitar of Dakisir gives Sheikh Ahmed Shufti +1 Strength. When charging, this is increased to +2 Strength. Black Banner of the Muktarhin (Magic Standard) Carried by Blind Ibn the beggar boy, this banner is an heirloom of Al Muktar‟s family. The Desert Dogs add +D3 to their combat resolution. Roll at the end of each close combat.

POINTS: Al Muktar, Sheikh Ahmed Shufti, Ibn the
Standard Bearer, a Musician and one Rider cost a total of 190 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Riders at a cost of 12 points each. M WS BS S T 4 5 5 4 4 4 4 3 4 4 4 1 1 3 3 4 3 3 3 3 8 3 0 3 3 W 2 2 1 1 1 I 5 4 3 3 3 A 3 2 1 1 1 Ld 8 8 6 7 5

Al Muktar Shiekh Shufti Ibn Desert Dog Warhorse

UNIT SIZE: 5+ EQUIPMENT: Hand weapon & shield. The Sheikh
carries the Scimitar of Dakisir – heirloom of his tribe. The Black Banner is carried aloft by Blind Ibn the beggar boy, who cannot see the peril he is in and so is always at the forefront of battle.


“The jungle seemed to have come to life, raining arrows on us. Those, who didn't die instantly, soon sank screaming to the ground, having heavy convulsions and foamy mouths. In my desperate situation I seemed to see things which didn't belong to that place. Suddenly a beautiful woman was standing right in front of me. She smiled gently, only to draw a dim glowing dagger from beneath her belt. This wasn't a dream!”
Marcello Bertolucci in the lunatic asylum of Remas, telling about his travels to Lustria The jungles of Lustria hold many secrets. Explorers maintain dubious tales of ancient weapons of power and tribes of the deadly warrior women known as Amazons. Such stories, however mocked by the academics of the Old World, are not without truth. Some are so old they pass into legend, becoming part of jungle lore, like Anakonda and her Amazons. Anakonda and her Amazons are warrior women of the savage, yet noble Amazonian Sisterhood. The origins of the warband and how many of these warriors exist is unknown for they have remained hidden for many years in Lustria's jungles. What is known from the collected journals and rambling testimonies of various explorers lucky enough to have survived prolonged contact with them, is scant. It is believed they take their names from the jungle beasts with which they share their lands. These names are tied into strict ritual and one scholar has theorised that totemic identities are granted after a physical trial akin to a rite of passage. Anakonda, their leader, is known as such after she wrestled a huge snake, slew it and flayed its skin to wear as a trophy and record of her deed. Other warriors in the warband have performed similar feats and are named accordingly. Humming Bird has the honour of bearing the standard of the Amazons, an unusual banner adorned with plucked feathers. These decorations are taken from exotic birds held sacred by the Lizardmen. While no single deed distinguishes Humming Bird, her general prowess is second only to Anakonda herself and the special banner she carries is a proclamation of this. Pirrana, another of Anakonda's closest sword-sisters, was so named after she was captured by a band of Skinks. The diminutive Lizardmen planned to sacrifice the brave Amazonian in a pond in which a giant piranha fish dwelled. A furious battle ensued in which the water in the pond ran red with the giant fish's blood. Like her leader, Pirrana took the skin of the dead fish as a trophy and now wears it like armour. She also gutted the beast as a warning to the other denizens of the jungle. In so doing she found a large conch shell in its stomach. This giant conch shell now acts as Anakonda's Amazons' war horn, which Pirrana, as the band's musician, blows in battle to warn her sisters of the approach of enemies. Tales of Anakonda first reached Old Worlders on Lustria when a band of Tilean explorers became lost in the depths of the jungle and were set upon by Skinks. Deadly poison darts spat out of the trees, taking a heavy toll upon the hapless men, but when death seemed assured, the Skinks scattered. Out of the darkness the Amazons emerged. As a charged calm descended, it wasn't clear whether the Tileans had been saved or were destined for a much worse fate. The quick-witted leader of the band, Enrico Baggio, recognised the delicacy of their predicament and persuaded the Amazons to help them out of the jungle with the promise of gold and some cheap beads! It cost Enrico and his band their entire haul of loot for their safe passage. They got to their boats and Enrico vowed never to return. Recently, the Tilean captain El Baddo claimed to have procured the services of Anakonda and her Amazons to ambush a band of Dwarf adventurers. The


unscrupulous Tilean wanted to prevent the Dwarfs reaching the lost temple of Toca before he did. This required much gold, and was a mere taster of the true cost. For after the Dwarfs were betrayed and ambushed, the Amazons treacherously attacked El Baddo. Although he miraculously survived, the price of Amazonian help was dear in both coin and blood. It seems that the Amazons have not quite grasped the idea of being mercenaries. They fight for themselves and care little for anyone else. If anyone pays them gold to fight, it just shows the Amazons how weak they are! So be warned, if the Amazons accept your gold, it doesn't mean that they won't come back and sacrifice you later...

POINTS: Anakonda and 4 Amazons, including
Humming Bird the standard bearer and Pirrana the musician, cost a total of 140 points. This is the minimum unit you can hire. The regiment may be increased by adding more Amazons at 10 points each. M WS BS S T 4 5 5 4 4 4 4 3 3 3 4 4 3 3 3 4 3 3 3 3 W 2 1 1 1 I 5 3 3 3 A 3 2 2 1 Ld 8 8 6 7

Anakonda Humming Bird Pirrana Amazon

UNIT SIZE: 5+ EQUIPMENT: Blades of the Ancients and Skink
hide (counts as light armour).

CAPTAIN: Anakonda. MOTTO: The Old Ones left us the sacred places in
the jungle, and we know how to preserve and defend them!

TROOP TYPE: Infantry. SPECIAL RULES: Skirmishers, Scouts, Forest

BATTLE-CRY: Men are no match for us! APPEARANCE: Amazons are fierce fighters.
Clothed in the flayed hides of Skinks, many bearing animal-headed masks, they are a fearsome sight. Some dye their hair in myriad colours reminiscent of the exotic birds of the jungle, and raise it with resin and sap to mimic a Skink's crest. The Amazons' skin is tanned from the tropical sun, and they wear animal tails and the long feathers of tropical birds from waist belts. Awarded for feats of valour in battle, the more magnificent the tail, the higher the status of the warrior. Amazons are adorned with all manner of gold, bangles, anklets, rings and other trinkets that they have claimed from their enemies as battle trophies. Understandably, most of these are Lizardman in origin.

The Amazons carry a special kind of weapon of unknown origin, which they call the Blades of the Ancients. These weapons are rumoured to be rare and much sought after High Age artefacts. Despite their vast age they are still powerful, the gems set within them said to blaze with the captured fires of a falling star. They project a shield of arcane energy around the wearer, and the Amazons can point the Blades at the enemy and unleash the very flames of the sun itself. Range Combat 12" Strength +1 4 Special Rules 6+ Ward save, Quick to Fire

HIGH AGE ARTEFACTS The sacred places of the Lustrian jungles hide many strange and valuable artefacts. Invaders seek such items because they are made from gold or gemstones, others because they hold power that mages may draw upon. Some are covered in mysterious texts said to be the script of the gods themselves, and scholars covet these above all others. Of the utmost rarity are the weapons of the so-called High Age. These can be staffs, rods, blades and various other shapes, and many are more deadly than any other weapon known to the world. Some High Age weapons project shimmering bolts of light, others propel small missiles many hundreds of metres that bury themselves within the flesh of their targets, only to explode, ripping it apart in a shower of gore. Such items are highly valued, more than the most potent of magical artefacts, and are the subject of legend among scholars. Entire armies have been raised at the mere hint that such a weapon may be found, and any cost will be paid just for the chance of acquiring one. To date, only the Amazons have been witnessed bearing such weapons, and it can only be hoped that no invader gains the power of a High Age artefact.

Victory was finally within our grasp. Then, without warning, a vast green Dragon fell from the skies to bar our way. Its teeth were like scythes, bilious green fumes leaked from its nostrils, and on its back rode a proud warrior. This was the first we saw of Asarnil.
Extract from „The glorious adventures of Gunter Friesheim‟ The Legend of Asarnil the Dragonlord is known throughout Ulthuan. Asarnil was the son of Aserion, the hero of a thousand battles. From his earliest years Asarnil was brought up in the martial traditions of Caledor. He became a great warrior and one of the few Elves still able to rouse the Dragons who slept beneath the mountains of the High Elf realm. His companion, Deathfang, was one of the greatest Dragons that the Princes of Caledor could still wake from their deep slumber. Together they were all but invincible, and their fame reached far beyond the boundaries of Caledor. During the Great War Against Chaos, Asarnil fought with distinction alongside his brother Dragon Princes. Asarnil commanded them in battle, and it was because of him that Caledor was not overrun during those dark times. After the Battle of the Finuval Plains, Asarnil had been ordered to link up with the High Elf forces marching from Lothern. Once the Dragon Princes arrived, the combined forces of Lothern and Caledor could destroy the last major Dark Elf force in Ulthuan. But before Asarnil could fly to the Phoenix King‘s aid, word came that Caledor itself was under attack. Under the command of Asarnil, an entire flight of the Dragonriders sped back through the skies to protect their homeland. In a brilliant assault the Dragonriders of Caledor swept the Dark Elves to the sea, and Caledor was saved. Triumphant, Asarnil headed back towards the rendezvous with the Phoenix King, confident that great rewards and honour awaited him upon his arrival. On hearing that his orders had been disobeyed, Phoenix King Finubar became angry. If his troops had come under attack without the support of the Dragon Princes, they would have faced destruction. When Asarnil and his fellow Dragonriders arrived at the Phoenix King‘s camp, no parade awaited them. Instead, Asarnil was summoned before the Phoenix King himself. Enraged, Asarnil declined and swore that he was no longer a subject of the crown of Ulthuan. The response of Finubar the Seafarer was quick and harsh. Asarnil would be stripped of his title and lands and banished from Ulthuan, unless he would face the Phoenix King‘s justice. Proud to the last, Asarnil declined. Asarnil was now a Prince without a domain, a lord in exile. He gathered his weapons and armour, mounted Deathfang, and left the blessed island of Ulthuan. Asarnil headed towards the old ruins of an Elf city in the south of the Old World. He found that humans now inhabited the land. His Dragon descended in the city of Remas in the land of Tilea, much to the dismay of the citizens. However, the Prince of Remas realized that such a mighty ally would give them the advantage they needed in their war. He immediately hired the services of Asarnil for the war Remas was waging against the city of Miragliano. With the help of Asarnil and the awesome might of Deathfang, Remas decisively defeated their rivals and brought the war to a successful conclusion. Indeed, such was the terror inspired by Deathfang that most of the men of Miragliano threw down their arms and fled from the field without a battle! In the naval battle of the Siren‘s Rocks, Asarnil and Deathfang destroyed Miragliano‘s entire fleet, and ended the city‘s supremacy at sea. Since those days the proud banner of Asarnil has flown over countless battlefields in the Old World. Only the greatest Princes can afford the exorbitant fee of the Dragonlord, but a general calling upon Asarnil is almost guaranteed to be victorious. In his heart of hearts Asarnil still dreams of returning to Caledor in triumph with the riches he has won, but for now his lance and sword are for hire.


SPECIAL RULES (Asarnil): Always Strikes First.
Valour of the Ages: Asarnil is a High Elf and can reroll failed Psychology tests against Dark Elves.

SPECIAL RULES (Deathfang): Fly, Terror, Large
Target, Scaly Skin (3+), Breath Weapon (Strength 4, Flaming Attacks). Dragon Tamer: The Elves of Caledor have a natural empathy for dragon-kind that is recognised by all. If Asarnil is fighting in close combat against another Dragon then the enemy Dragon must take a Leadership test before it attacks. If the test if failed, the Dragon may not attack this turn. However, a Dragon will only refuse to fight so long as it is not attacked itself. Should the Dragon be attacked it will always fight back. Dragonrage: Deathfang is Asarnil‘s loyal companion. Should Asarnil be slain, Deathfang counts as having rolled a 5-6 on the Monster Reaction table.

Dragon Armour (Magic Armour) Asarnil wears an ancient suit of Ithilmar armour and which has powerful enchants to protect its wearer from harm.

CAPTAIN: Asarnil the Dragonlord. MOTTO: Victory is a foregone conclusion. BATTLE-CRY: ―Wahnil, wahnil!‖ is the battle-cry
of the Caledorians, calling for Vengeance and Death.

Heavy armour. The Dragon Armour allows Asarnil to re-roll failed armour saves. In addition, he gains a 2+ Ward save to all fire-based attacks. Amulet of Dragonheart (Talisman) This amulet was one of the potent artefacts made by Caledor the Dragontamer for the Elven Dragon Princes. It is said that the gleaming gem hanging around Asarnil‟s neck is a stone found at the heart of a mountain, blessed by Caledor the Dragontamer himself. The dazzling light of the Amulet of Dragonheart makes the shape of Asarnil and his Dragon appears blurry and vague, as if glanced through a haze. All missile attacks against Asarnil and his Dragon suffer a -1 to hit penalty.

APPEARANCE: Attired in all the splendour of the
Dragon Princes of old, Asarnil and his Dragon are a truly magnificent sight on the battlefield. Glittering ithilmar armour and shining gems combined with the sheer presence of the Great Dragon Deathfang are unforgettable – if you survive to tell the tale.

POINTS: Asarnil and his mighty Dragon Deathfang
cost a total of 535 points. Asarnil is worth 145 pts Deathfang is worth 390 pts. M WS BS S T W I A Ld 5 7 6 4 3 2 7 4 9 6 7 0 7 7 7 2 6 9

Asarnil Deathfang

UNIT SIZE: Massive! EQUIPMENT: Hand weapon, lance, Dragon armour
and shield.

TROOP TYPE: Infantry (Character).
Deathfang: (Monster). Asarnil rides Deathfang, the Dragon.


Lock your doors, bar your windows and hide your goats – the Bearmen are coming! If you have a horse then flee, but don‟t try and run. They can smell your fear and they‟ll hunt you down like dogs. Ever see what an angry bear does to a dog?
The village elder‟s final advice In Ursfjord in the frozen north the great hall of Urslo is to be found. It is built of great timbers hewn from mighty trees. In this hall resides Beorg, chieftain of the Bermen of Urslo – that is when he is not raiding or fighting! When Beorg, son of Bran, cracked the skulls of Uldsdau and Graill, twin sons of Huern, chieftain of the tribe of the Wolf, the gods chose to show their considerable favour. As Beorg threw himself upon his enemies his back arched and split, his ribs cracked and turned in upon his body, his face was consumed from within by a snarling black muzzle. The gift of the werebear was upon him… the gift of the gods to the people of Norsca he was Bearstruck. Beorg is a were-bear of extraordinary power. When he enters battle he turns into a savage bear of immense size. This is a great and marvellous thing even amongst the tribes of the north, many of whose people spontaneously develop were-shapes in battle. Amongst Beorg‘s folk, the tribe of the Bear, it is common for warriors to sprout claws, snarling teeth, mane-like fur, and bear-shaped muzzles. But alone of all his people, Beorg carries the full shape of the Bear within him. Only he is Bearstruck – the mark of lordship amongst his people! Beorg was soon acknowledged as the chieftain of his tribe, the Ursfjordings or Bearmen. Like all savages of the northlands, Beorg despises the weakness of lesser men! He cares nothing for the socalled civilized lands that lie to the south. When the Chaos armies of Warlord Archaon marched upon the lands of the Empire Beorg gladly joined them. His warriors had grown tired of easy conquests amongst the tribes of the north! At the Battle of the Monoliths, Beorg led his warriors against the army of Arch-Lector Mannfeld of Nuln. The soldiers of the Empire were horrified to find themselves confronted by men in halfbear shape, snarling and tearing like the savages they were! Amongst them all was the towering shape of Beorg casting aside his foes with great swipes of his claws, knocking heads from shoulders and tearing arms from their sockets.


After the battle Beorg realized that the lands of the south offered plenty of opportunity for bloodletting and savagery. His warriors fought their way through the Empire, occasionally finding employment, but more often living by pillage and robbery. Eventually the Bearmen crossed the mountains and found themselves in the Border Princes. This was a time of great battles and much plundering – and Beorg‘s fame grew rapidly. At night the Bearmen would sit around their camp drinking as only the northmen can, and singing rousing songs of their great adventures! It was during one such session of drunken revelry that the Bearmen were ambushed by Goblin bandits. Many were shot with black arrows before Beorg strode forward to snap the Goblin chief‘s neck like a twig. During this battle Oerl the Young was struck by an arrow which took out an eye and left a scar running across his face. Despite his injuries Oerl held onto the tribe‘s banner, the Bear of Urslo, an immense bearskin slain by Bran to celebrate the birth of his son Beorg. Beorg rewarded the young warrior with gold and the honoured place in battle – by his side.

CAPTAIN: Beorg Bearstruck. MOTTO: The Dark Gods Bless Us. BATTLE-CRY: Beorg and his men launch
themselves upon the foe with a mighty bear-like growl… ‗Grrrrowwwwwww.‘ Beorg Oerl the Young Bearrnan

M WS BS S T 4 6 0 5 5 4 4 3 4 3 4 4 3 4 3

W 3 1 1

I 3 4 4

A 4 2 1

Ld 8 7 7

UNIT SIZE: 10+ EQUIPMENT: Hand weapon, light armour and
shield. Beorg is a were-bear – he wears no armour and fights with his claws and teeth!

APPEARANCE: The Bearmen, like many of the
tribes of Norsca, are affected by the dark power of Chaos. This has made them as much beasts as men and all are touched with the mark of the were-bear to some extent with shaggy hair, brutal ursine faces, massive teeth, and slashing claws. They wear barbaric clothing made of furs and held together with leather straps, and they have wild, unkempt hair. Their iron helmets have horns which make them look especially ferocious, and many wear long shaggy cloaks made from wild bears – often with the head or claws left on.

Bear Fang (Talisman) This gigantic and ancient yellowed canine tooth is the sacred talisman of lordship amongst Beorg‟s tribe. Beorg wears it about his neck. The talisman wards of blows that would otherwise harm its wearer. The Bear Fang gives Beorg a 4+ Ward save. Bear Banner (Magic Standard) Oerl carries the tribe‟s totem into battle – an entire bear skin whose grizzly head leers out from the top. The skin‟s power is immense, driving the warriors into a fury that is almost impossible to stop. Beorg and the Bearmen of Urslo gains +1 to Hit in the first round of close combat. This does not apply to any other character joining the unit.

POINTS: Beorg and nine Bearmen, including Oerl
the Young (the Banner Bearer) and a Horn Blower, cost a total of 275 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra models at a cost of 10 points each.


They came out of a clear blue sky, showering crossbow bolts onto our packed ranks. But before we could react they‟d flown off only to return from a different angle, emptying their quivers into our unprotected backs once more. Of course we surrendered.
The mercenary Gunter-Friesheim, in his account of the Crookback Pass fiasco.

Daddallo was a well-known craftsman and windmill builder in the city of Verezzo. He became obsessed with trying to fly like a bird after he acquired some lost manuscripts of Leonardo da Miragliano. Inspired by the ideas these contained, he began experimenting with flying devices. Only later did it emerge that these manuscripts were clever forgeries. However, by then it was far too late; Daddallo‘s obsession had quite taken over his life, ousting any vestige of common sense from his fevered brain.

Daddallo‘s early attempts to fly met with no success. His efforts caused much amusement among the citizens who gathered in the piazza to watch him jumping off various towers. Fortunately for him, Daddallo‘s version of Leonardo‘s parachute was one thing that did work! Daddallo fell afoul of the powerful Batta family of Verezzo when he plunged through the roof of their country villa and landed in the marble bath of the mistress of the house while she was bathing in it. Quite apart from this impolite intrusion, Daddallo landed on top of the captain of her bodyguard (who for some reason or other was also in the same bath), killing him outright. Daddallo was immediately imprisoned in the leaning tower of Verezzo, to avoid further embarrassment to the Republic. Determined to escape, Daddallo whiled away the days by ingeniously constructing a pair of wings using bed sheets stretched over a framework of wooden spindles cut from the furniture. Soon he was ready to jump from his prison window, which had no bars since it was so high up that it was thought no one could escape! Daddallo‘s exit was rather spectacular. Miraculously, he swooped over the rooftops to freedom instead of plummeting to his death in the piazza! Flying into exile, Daddallo spent the whole of the following year training a mercenary band of his ‗Birdmen‘. Only the best and thinnest marksmen were chosen. This was so that the Birdmen could shoot at enemy flyers even whilst they were flying high in the air. The Birdmen went into action for the first time at the battle of Motta Zorella and snatched victory by descending on the enemy general and carrying him off into captivity. Daddallo‘s Birdmen were immediately hired by Alfeo Romeo of Remas. Alfeo was determined to rescue the beautiful Isabella Dellecta from the bent tower of Catrazza, where she had been shut up by here family until she agreed to an arranged marriage to Grobbo, a rich, ugly, and cruel merchant from Miragliano. Daddallo‘s Birdmen succeed in this dangerous task despite a number of marksmen guarding the tower. Henceforth, the regiment took the name ‗Birdmen of Catrazza‘, and is much in demand.

Merchant Prince: They tell me t the Birdmen of Catrazza can capture any tower in Tilea, or for that matter the world. So if you can convince me that you can snatch the Orb of the Ancients from the Dread Tower of Dumio, you're hired! Daddallo: 'Tis simple, my for& I have a cunning plan! First we buzz in low, hedgehopping for good measure. Then it's 'up and under' and in from the sun. Keeping an eye out for Archie' of course. Corkscrew and puff out, trying not to prang. Then the wingies will strafe. My number two is in and out and we're away! Merchant Prince: Can yon say that again, more slowly? Biggolo: (Whispers to Daddaffo) I don't think he understands our banter, old boy!

CAPTAIN: Daddallo MOTTO: Those Magnificent Men in their Flying
Machines. Daddallo Birdman

M WS BS S T W I A Ld 4 4 5 4 3 2 4 2 8 4 3 4 3 3 1 3 1 7

UNIT SIZE: 5+ EQUIPMENT: Hand weapon and light crossbow. TROOP TYPE: Infantry. SPECIAL RULES: Fly, Ambushers.
Shoot on the Wing: The wings of the Birdmen are flapped by means of stirrups on their feet. This means that they have both hands free to load and shoot their crossbows while flying. This in turn means that the Birdmen can shoot while flying, and suffer no penalty for shooting on the move unless they move on foot.

BATTLE-CRY: Tally Ho! APPEARANCE: All the Birdmen are equipped with
wings made of canvas stretched over a light wooden frame. This is strapped to their shoulders by means of a harness that leaves both hands free to shoot the crossbow. In flight, the wings can be ‗flapped‘ by means of stirrups attached to the feet. The Birdmen not only glide through the air but can flap their wings to regain height and vary their airspeed. The Birdmen also wear grotesque masks with long bird-like beaks instead of noses, much like those worn for Tilean carnivals.

POINTS: Daddallo and four Birdmen cost a total of
100 points. This is the minimum size of unit you can hire. The regiment may be increased by adding extra Birdman models at a cost of +15 points each.


As they approached the castle our hearts sank. Braganza‟s men never lost or fled and we knew we were doomed. Our captain began to explain how safe we were behind the walls, but a crossbow bolt cut him short. No one wanted to be the next victim.
The mercenary Gunter Friesheim, in his report on the capture of the „impregnable‟ Schloss Adlerberg The ingenious Borgio "The Besieger", the Prince of Miragliano, originally employed the famous regiment of Besiegers, as a special siege unit on crossbowmen. Borgio wanted marksmen who could pick off defenders on the walls at close range in the face of hail of enemy missiles, hold ramparts against assault, provide missile support for sappers and miners, man siege towers and, if need be, stand their ground against enemy units sallying out of besieged fortresses. Braganza's troops soon proved their worth in Borgio's many sieges and turned out to be equally good as a rearguard in open battle. Having stormed, starved out or received the surrender of pretty well every city and fortress that he ever besieged, Borgio was well pleased with Braganza's Besiegers and offered to find them work in return for a cut of the profits. Braganza accepted Borgio's offer at once, knowing full well that to refuse Borgio's kindness was not only impolite but also a terminal course of action. Soon the Besiegers took ship for Tobaro where they took part in the siege of the pirate stronghold on the island of Cera-Scuro. Then they were hired by the Dwarfs to help recapture a very strong Dwarf outpost in the Badlands, which had been captured by Orcs. Braganza was paid handsomely with a massive chest of jewels and the regiment began the long trek back to Miragliano through hostile territory to deliver Borgio's agreed share of the loot (no one ever double-crossed Borgio and lived!). They battled their way across the Apuccinis in winter fought off Dwarf bandits, Orcs, Beastmen, Empire robber knights, Tilean outlaw band, renegade Bretonnian commoners who had treacherously slain their lord, staving and extremely desperate Halflings, even more hungry and desperate Ogres, the notorious Red Company of Remas (whose captain had a vendetta against Braganza) and various others winning by forming a hollow square and shooting them all down as they came. On entering Tilea, they heard news that Borgio had been treacherously assassinated and his mighty Dogs of War army had either disbanded or split into factions fighting in the streets of Miragliano. Braganza decided to do the obvious thing and share out the jewels and continue his career as one of the best mercenary regiments to come out of Tilea. The Besiegers were soon hired by Lorenzo Lupo, the Prince of Luccini and sent to Sartosa where the waging war against on of the many pirate chiefs on the island. Since then, the Besiegers have fought for many masters in sieges and open battles, always standing like a wall of steel and adding to their legendary reputation.


CAPTAIN: Luka Braganza MOTTO: Invincibility at No Extra Charge! BATTLE-CRY: Borgio! APPEARANCE: The Besiegers wear full-plate
armour in the exotic Miragliano style, and carry a large pavise on a back-strap.

POINTS: Braganza and nine Besiegers cost a total of
190 points including Standard Bearer and Musician. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra models at a cost of +12 points each. M WS BS S T W I A Ld 4 5 5 4 4 2 5 3 8 4 3 3 3 3 1 3 1 7

Braganza Besieger

UNIT SIZE: 10+ EQUIPMENT: Hand weapon, crossbow, full plate
armour and pavise. Luca Braganza is equipped with a hand weapon, pistol, crossbow and full plate armour.

TROOP TYPE: Infantry.


Never seen anything like it in all my years. It ain‟t right, that‟s what. Guns are supposed to stay put, not gallop off whenever you get anywhere near them. And firing while they‟re doing it is outrageous! I‟m gonna file a complaint, that‟s what. It ain‟t right.
Burkil Burkilsson after the battle of Dead Man‟s Hill Bronzino‘s Gallopers were first employed at the Battle of Pattio. These were, in fact, lightweight cannons removed from their mountings on the galleys of Remas and fixed to specially made carriages. This was done on the instructions of Master Gunner Bronzino who had been hired by Borgio the Besieger, Prince of Miragliano. This innovation contributed in no small measure to the victory and Bronzino proceeded to raise a battery of specially designed guns forged in the very same foundry as that used by Leonardo da Miragliano to cast his colossal brass statues. Bronzino served Borgio well in many more battles but following the Prince‘s assassination, and the uncertain state of affairs in Miragliano, Bronzino sought other employment. Since then the battery has turned up in the armies of several notorious mercenary generals, bringing them victory and earning Bronzino enough gold to forge more and improved designs of lightweight cannon. The gunners bring the cannons into action rapidly and fire at close range. This can have a devastating effect on the enemy in an open battle. As soon as the enemy moves near enough to threaten the guns, the gunners hitch them up and gallop off at speed, finding a new position further back. If the battle goes badly and it is necessary to retreat, the precious cannons can be removed from the battlefield without delay. This not only saves the guns for use again, but makes it unlikely that the enemy will capture them. Nor do the guns have to be abandoned in a hasty retreat like other, more cumbersome artillery. Having earned an awesome reputation in Tilea, and incurred the undying hatred of the survivors of many a pike company, Bronzino‘s battery was shipped across the ocean to take action against the Lizardmen in a doomed treasure hunting expedition led by the Dwarf pirate, Kugar Halfbeard. Bronzino used the speed of the guns to fight a heroic rearguard action through the jungle to the beach, felling pursuing Saurus warriors in droves as they went. Indeed the guns were still firing from the longboats as they were pushed out to sea, sweeping the beach clear of the enemy until they were safely in open water. The battery subsequently turned up in Araby and took part in the Sultan‘s war against the Undead, where the speed and mobility of the guns proved decisive in the open expanses of parched sand. Greatly enriched by his efforts, Bronzino brought his battery back to Tilea where he has been reforging and refitting the guns and considering numerous and very generous offers arriving every day from rival Merchant Princes plotting to make war on each other.

CAPTAIN: Bronzino. MOTTO: The biggest bang for your bucks! BATTLE-CRY: Ready! Aim! Fire! APPEARANCE: Small, lightweight bronze or brass
cannons harnessed to light limbers drawn by one horse. One of the gunners rides the horse, the others run beside the gun carrying the ramrods and other equipment. Bronzino is a big man riding his own horse and wearing ornate armour.

POINTS: Master Gunner Bronzino and one Galloper
Gun team cost a total of 155 points. This is the minimum size of unit you can hire. You may buy extra Galloper Gun teams at a cost of +90 points per gun team. Each extra team counts as an extra Rare choice. M WS BS S T 4 5 5 4 4 4 3 3 3 3 - - - 6 8 3 0 3 3 W 2 1 3 1 I 5 3 3 A 3 1 1 Ld 8 7 5

Just put down your swords and surrender, It's worse if you fights or you runs, You can do what you please, You can climb up the trees, But you can't get away from the guns!

Bronzino Crew Galloper Gun Warhorse

UNIT SIZE: Each Gun has a crew of three, and one
crewman rides a warhorse.

EQUIPMENT: Hand weapon. Bronzino is equipped
with a hand weapon and heavy armour. He rides a warhorse.


TROOP TYPE: War Machine (Cannon), Cavalry
(Bronzino only).

remaining crew members are assumed to jump on the harness and hitch a lift. As such, the Galloper Guns may march move. When you move one of Bronzino's guns, simply measure the distance and make your move. There is no need to turn or wheel as the galloper guns can turn freely to face any direction they wish. If the galloper gun is charged, the crew may hold or flee. If they flee, the gun is assumed to be limbered up immediately without any movement penalty. The crew fights in hand-to-hand combat as normal, the mounted gunner dismounting to fight. The horse and limber are removed when the gun is destroyed.  Deployment: Each gun and its crew operate as an independent unit. If so, Bronzino may ride from one team to another and any team he is with can test against his Leadership while he is with it. If the teams are deployed as a single battery, then each gun team must remain within 6" of Bronzino if they wish to test against his Leadership.

SPECIAL RULES: Vanguard, Swift-stride
Master Gunner: Bronzino has a wealth of experience as a gunner aboard various Reman galleys and knows all aspects of employing cannons in warfare. Bronzino may lend his expertise to one gun crew per turn, ensuring that the crew will hit their target. Bronzino will make corrections to the cannon‘s elevation etc. Nominate one Galloper Gun team within 6" of Bronzino in the Shooting Phase. A cannon crew following Bronzino‘s instructions is far less likely to improperly load their cannon, and so may re-roll the Artillery Dice to determine the distance the cannon ball bounces. Cannon: The Galloper Guns follow the rules for Cannons in the Warhammer Rulebook, with the following exceptions:  Small Calibre: The Galloper Guns fire uses the following profile: Range 36" Strength 7 Special Rules Multiple Wounds (D3), Ignores armour saves

 Rapid Movement: The Galloper Gun is harnessed to a warhorse ridden by one of the gunners. This enables the Gun and its entire crew to move 8" as the


“Shortly before the arrival of the night, I saw how my brave comrade Alfonzo was killed by the cursed blade of the leader of this dire party, consisting of immemorial parts of armour and dull blades, worn by tattered skeletons. The next day during the fight against these cursed I recognized the award with which our sergeant rewarded us after our last victory on one of these skeletal horrors. In front of me stood Alfonzo, a half-rotten servant of death! I threw away my sword and ran for my life, horror-stricken!”
Report from Guiseppe Mancini after the battle in Libtita's Valley The dark legend of Richter Kreugar the Damned and his Cursed Company has been told for countless years across the Empire. A tragic tale of betrayal, greed and revenge, the details and truth behind the stories have long become hazy and unclear as the story has been told and retold for generations. The most common tales revolving around Richter Kreugar's tragic curse tell of a young mercenary captain, proud, talented, and ruthless. He hired out his services freely, uncaring whom he fought for as long as the price was right. Centuries ago in the history of the Old World, richer was said to have allied with a powerful Necromancer, aiding him in his diabolical campaign against the Empire, terrorizing the heavy forested area around Wolfenburg. With the leather bound annals of the Historiata Imperiatus, it is said that the Empire army of Wolfenburg was suffering horrendous casualties in a war of attrition that they could not hope to win. However, they struggled on regardless and began to wear down the Necromancer, taking the offensive and pushing him deeper into the forest, denying him the time needed to strengthen his undead forces. Seeing the Necromancer faltering, Richter accepted the bribes of an Empire agent, the calculating young mercenary seeing a chance to make some easy money and be on the winning side. As the titanic battle hung in the balance, Richter played his hand, striking out at the foul Necromancer, who fell beneath his blade. However, with his dying breath the unholy sorcerer gasped a curse that was to be the eternal undoing of the enterprising sell-sword. Before his horrified eyes, Richter's skin began to wither and within moments he collapsed to the ground, a lifeless pile of bones and armor. The day was won for the Empire forces, the tale of Richter's betrayal may well have been forgotten, had his death not been accompanied by a tragic twist. The very next night, Richter rose from the ground. He stared at the world with his hollow eyes, and all he surveyed appeared in shades of grey. In anguish and despair, Richter saw his own skeletal limbs, and the full horror of the Necromancer's incantation began to dawn on him. As a result, Richter stalks the Old World and beyond. Hundreds of years since his death he is still seeking oblivion and peace, yet he is never able to achieve his final rest. Countless times he has been cut down, only to wake the following night to his never-ending, hellish torment. A terrible element of the curse is evoked each time he slays an enemy, for his defeated foes rise immediately to serve him in undeath, slave to his will. He travels the world; living out a tragic parody of his former mercenary career, fighting whatever he finds battle. His anger and despair momentarily lost in the bloodshed, he continues his doomed existence in the desperate hope that one time when his skeletal body is slain, he will finally know the relief of true death.

CAPTAIN: Richter Kreugar the Damned. MOTTO: Dust to dust and bones back in the sand! BATTLE-CRY: The battle-cry of Richter Kreugar
has long been forgotten by the people of the Old World. The silence of the grave hangs over the Cursed Company as it traverses the land, marching to war accompanied only by the sound of creaking ancient leather and the scrape of rusted metal.

POINTS: Richter Kreugar and nine of the Cursed
Company including a standard bearer and musician cost a total of 210 points. This is the minimum size regiment you can hire. The size of the regiment may be increased at the cost of 5 points per model. M WS BS S T W I A Ld 4 5 3 4 4 2 5 3 9 4 2 2 3 3 1 2 1 3

Richter Kreugar Skeleton

UNIT SIZE: 10+ EQUIPMENT: Richter Kreugar is armed with a
shield, heavy armour, the Dark Gem of the Cursed and his unholy sword, Blight. The Skeletons of the Cursed Company are equipped with hand weapons, shields and light armour, and the standard bearer carries the Banner of Malediction.


SPECIAL RULES: Fear, Unbreakable, Unstable,
Hate Undead (Richter only). 'Join us in damnation...': As part of Kreugar's curse, any foe slain by him or one of his company are withered by dark magic, their flesh aging as if decades had passed in the blink of an eye. The lifeless victim is instantly enslaved to the will of Richter, rising to accompany him in his eternal curse. If any model within the Cursed Company (including Kreugar himself) slays an Infantry or Cavalry model, then one Skeleton is created in its place. Models created in this way are added to the Cursed Company, and are armed in the same manner as the Company. The Victory Points value of the unit is unaffected. This rule counts only for models that are killed in close combat, and not for models killed in any other way (for example, running down fleeing troops). Independent: The Cursed Company is a completely independently acting unit. Richter and the Cursed Company will never use the Leadership of the General, even if it is better than his own. Additionally, the Cursed Company cannot be joined by any characters. Hate Undead: Richter Kreugar hates all other Undead. This applies to Richter only. Undead: The Cursed Company is Undead, and as such the following rules apply to them:  If Richter is killed, the Cursed Company will quickly begin to crumble to dust. At the end of the phase when Richter is killed, and at the beginning of each of their turns thereafter, the Cursed Company must

take a Leadership test. If the test is failed, the unit suffers a number of wounds equal to the number they failed the Leadership test by. No saves of any kind are allowed against these wounds.  The Cursed Company can march as long as Richter is still alive. If Richter dies, the Cursed Company cannot make march moves.

Blight (Magic Weapon) Blight is a darkly powerful blade, centuries old and suffused with unholy magic. Blight confers +1 Strength to all close combat attacks made by Richter. In addition, the weapon has the Killing Blow special rule. Dark Gem of the Cursed (Talisman) The Dark Gem of the Cursed glows a blood-red shade that intensifies when a blow is directed towards Richter, protecting him from harm. The Dark gem gives Richter a 4+ Ward Save. The Banner of Malediction (Magic Standard) The sinister banner of the Cursed Company has been carried for centuries by various enslaved warriors of Richter. It is a dark parody of his original, disgraced mercenary company banner. The Cursed Company suffers one less wound than they normally would when defeated in combat. In example, if the Cursed Company loses a combat by 3, they should lose 3 extra models, but because of the Banner of Malediction, they lose only 2 models.


The near-naked, savagely painted warriors hurtled over the frozen ground, huge weapons gripped tightly. Their hair was matted into spikes, their eyes wild with the fury of battle. Nightmarish drumming filled the air, joined by harsh war horns that blared their challenge. The Undead legion stood statue-still as the wild roar rising from hundreds of throats rolled over them. The ancient figure of Richter Kreugar stood unmoving at the head of the Undead legion, the empty sockets of his skull lit with a baleful. menacing glow as the marauders of Chaos charged. The brutal weapons of the ferocious warriors carved through the Skeleton legion. Chips of bone filled the air as skulls and ribs were smashed with savage force before the Undead reacted. Richter stood unmovable. swinging his ancient sword, Blight, as the marauders swept around him. Glowing with an unholy. red light, the dark weapon cleaved through one warrior, whose painted chest erupted in a shower of crimson blood. Reversing his swing, Richter sliced the magical blade in a vicious arc that severed the head from another. Even as the bodies fell to the ground, their skin began to wither, tightening over their skeleton frames. Hair fell from their heads and eyes rotted in their sockets. Screams died in throats that disintegrated into dust. Hardly a moment passed, and the first fallen marauder was rising again to its feet. flesh completely absent from its now skeletal body, followed in an instant by his headless companion. Hefting weapons in fleshless fingers, the newly risen Undead warriors turned on their former comrades. Master Engineer Siegfrid stared in horrified fascination as the ranks of the Undead grew. The powerful charge of the foul Chaos raiders had faltered, stopped in its tracks by the relentless Skeletons. Fighting next to the Undead, the Halberdiers were faring badly. being pushed steadily backwards by the savage attack of the marauders. Raising his long-barrelled Hochland rifle, Siegfrid squinted through its crystal eyeglass. He sighted a daemonic-looking barbarian, covered with swirling blood-tattoos and screaming incoherently as he raced towards the battle. Pulling the trigger, Siegfrid was satisfied to see the figure fall, kicked from his feet as the lead bullet struck home. His gaze returning to the battle that raged on the plains below, Siegfrid saw that the Undead ranks continued to swell as Richter hacked his way through the unarmoured, blood-hungry warriors. He had heard stories of the cursed Richter Kreugar - who in the Empire had not? - but he had never really believed them. Stories told to frighten children, fantasies exaggerated beyond any shred of truth, he had thought. And yet here he was, a nightmarish fairy tale brought to life. Brought to unlife, he corrected himself. The Ostermark scouts had spotted the raiders from the north, and Baron Duchcnoff had decided that this was the best place to stand against them. While the Empire army were readying their defensive lines to face the approaching Chaos force, the Undead legion had emerged from the forest and panic spread. Turning to face this unexpected threat, the Ostermark Knights of Sigmar were readying themselves to charge when the Baron called for them to halt, for the Undead had appeared unconcerned with the humans before them. The figure leading them wore ancient and battle worn Imperial styled armor. As the skeletal legion had marched into position alongside the Ostermark formations, word had quickly spread through the ranks that this was the legendary Cursed Company of Richter Kreugar, damned in an age long past to stalk the world for all eternity. A deep rumbling sound echoed over the battlefield, and Siegfrid turned to see a troop of hellish black-armored knights appear over the hill to the coast. Their midnight-black mounts snorted and tossed their armored heads, their hooves kicking up great clods of

frozen earth. The Knights of Chaos thundered down the hill, and terror touched its cold hand to Siegfrid's heart. At the head of the dark knights rode a figure that exuded raw power. A great doubleheaded axe held aloft in his mailed hand. Wisps of steam rose from the weapon into the cold air. The knights thundered into the side of the Cursed Company, smashing skulls and shattering bones with their immense axes and spiked maces, their fearsome steeds trampling others to dust beneath their black hooves. The lord roared a challenge, his voice echoing from within his enclosed helmet. His unholy red eyes matched those of his steed, burning deep within the darkness of his helm. Richter casually chopped down on the shoulder of a Marauder, blood spraying before the flesh withered from the savage's body. He turned to face the challenge of the Knight of Chaos, his cursed minions opening a corridor between the two powerful beings. The hellish steed of Chaos stamped its hooves impatiently as Richter made his way towards the towering armored figure. Without delay, the Lord struck downwards with a mighty swing of his steaming, double-headed axe. The blow was met with Richter's blade and there was a crackling sound that Sicgfrid could hear, despite the distance, as the dark energies of the two sorcerous weapons met. A series of deadly blows rained down on the Undead warrior, and dark hooves flashed towards him. The Champion of the Dark Cods feinted a strike to the left, turning his axe in mid-air and striking a sweeping blow towards the right side of Kreugar's skull. The ruby-red gemstone hanging around the skeletal neck of the Undead figure glowed brightly for an instant, and the axe rebounded scant inches from its target as if it had hit a stone wall. The Knight of Chaos reeled backwards off balance at the unexpected resistance. Kreugar stepped in close to the chaotic steed, sweeping his weapon towards the dark beast as it reared above him. His sword slashed across the creature's chest, and it screamed in torment, midnight skin shrinking back to bare pale bone. Muscles and flesh withered from the beast's body, and it toppled to the ground, leaving a pile of bones and dark barding. The champion of Chaos staggered to his feet, raising his axe defensively before him as Blight swept towards his face. The first blow knocked the axe to the side, the knight still struggling to regain his feet. The second blow arced down onto the black armored helmet. With a sickening sound, the helmet was cleaved in two. In an instant, the visible pale flesh withered away to nothing, leaving only an empty skull and a suit of lifeless black armor where the mighty champion stood scant moments before. A spark of awareness shone briefly in the hollow eyes of Richter: the deep yearning pain of a soul trapped for all eternity. Siegfrid stood at the edge of the trees overlooking the carnage that was the aftermath of battle. The field was strewn with countless bodies. and the sinister black shapes of crows were already fighting over the pickings. The Chaos raiders had fled back towards their frozen wastes. He raised his telescopic eyeglass to watch the last ranks of the skeletal Cursed Company disappear into the trees. The regiment had stood motionless for hours after the battle had concluded, until on an unspoken signal the regiment, larger now than it had been at the start of the battle, turned towards the south. It was a strangely sedated mood Siegfrid found when he returned to the Ostermark camp. The Empire had won a great victory, and yet they did not celebrate. Siegfrid found himself thinking of Richter Kreugar, the cursed one. No word had been spoken amongst the Empire ranks of the mysterious, terrifying Undead warrior. It was an unspoken fact that the day would certainly have been lost had it not been for the timely arrival of Kreugar's Cursed Company.


I say! It was most unsporting. My fellows and I harried Ranoldo and his band of ruffians all the way to the Trantine hills. Then Ranoldo unleashed those horrid Albion Giants upon us, led by a rather hairy looking fellow. They smashed our line, squashed poor old Hoskins Hotshot, whilst shouting the loudest uncouth word I have ever heard. If those Giants are typical of that island, I for one am glad it remains unexplored.
High Elf Lord Daverion, Gentleman Mercenary General The Druids of Albion say that the race of mighty Giants that inhabit their island were put there by the Old Ones to guard the island from invaders. Whether this is true, who can say? Yet the Giants prowl the rugged coasts to this day. They wander along the fog shrouded cliffs and hurl boulders down onto hapless ships which come too close to the shore, taking a childlike joy in watching them splinter into matchsticks and the doomed crew struggling in the fierce waves. The Druids have a strange power over the Giants and can goad them into lifting up and carrying huge boulders and monoliths. With the help of the great strength of the Giants, these huge stones are arranged in rows or circles in order to measure the sun, moons, and stars. Greatest of all the Giants is Bologs. He is worshiped as a god by some of the primitive, cave-dwelling tribes of Albion, who have carved his image into the chalk hills of their land, brandishing his mighty chopper. Awesome though he is, Bologs' intellect is dim, even for a Giant of Albion. The only thing that he can say is his own name. One day he was roaming the cliff tops when the mist for a moment to reveal the murky gray sea and pebbly beach. Bologs spied a landing party of Elves upon the shore far below. They also saw the Giant towering above them on the cliff top. The leader of the Elves shouted up to him in the tongue of the Druids of Albion, "We come in peace! We seek only trade!" On hearing the words he could not understand, the Giant grinned and replied "BOLOGS!" Then he hurled down a great boulder, which flattened all the Elves as it embedded itself in the shingle. The next greatest Giant in Albion is Cachtorr, twin of the mighty Bologs. He is slightly more intelligent than Bologs and is able to understand the speech of the Druids. It was Cachtorr who fought against the mighty Dong and, his mate, Mea-Dong, two terrible Giants from the far north of the Albion. This legendary fight lasted for several hundred years and involved hurling huge boulders whenever the mist cleared long enough for one Giant to see the other. Most of these missed, but wherever they landed, they stuck into the ground to remain their forever as menhirs, marking out the territories of the feuding Giants. Albion remained shrouded in the dark mists of legend until the renowned Tilean General, Curious Geasar, first citizen of Remas, set foot on the island, leading his invincible army. Geasar sought fame and power in Remas and how better to win it than to conquer misty and mysterious Albion, rumoured to be full of gold and pearls and the treasure of the legendary Triton himself. As the galleys ploughed through the surging surf onto the shingle on the beach, Cachtorr and Bologs stood on the cliffs, hurling rocks down onto the ships, smashing them to pieces. The men were filled with horror and were scared to wade ashore. So Geasar heaved the army's pay chest over the side of the ship in to the surf, scattering the gold among toe pebbles and jumped ashore after it. Seeing this, the entire army did likewise until the pay chest was safe behind their battle line. Ignoring the boulders of the Giants and stepping over the fallen, Geasar and his army marched up the beach. Soon they found themselves confronted by all the savage tribes of Albion, a number of Giants, and demented Druids uttering dire curses, formed up in battle array on the cliffs, and then it rained. The mercenaries stubbornly refused to go any further! Curious Geasar was enraged. How could he return to Remas in triumph now? What exotic booty could he bring back to awe the multitudes? How could he boast his conquest of distant and mysterious Albion?


Angrily Geasar strode forward and harangued the multitudes of savage tribesmen. "Oh foolish barbarians! I offer you all the benefits of civilization: roads, hot baths, money, public buildings and Tilean poetry. Submit and all these things can be yours!" The tribes of Albion just glowered at him. Then he heard a single word bellowing back at him out of the fog and driving rain: "BOLOGS!" All at once the Giant's battle cry was taken up by the tribesmen banging their clubs and stone axes against their shields and the sides of their chariots and chanting "Bologs, Bologs, Bologs!" Geasar was dismayed and ordered his men to charge. The battle was fierce with victory going to neither side. After a day's fighting, with the mist-shrouded sun descending into the sea, the two sides paused a few yards apart, utterly exhausted. Geasar tried one last gamble to save face. He could not return to Remas humiliated, in order to win popularity with the mob. Geasar strode forth and shouted: "Give me Giants as hostages and I will go away." The Druids who knew Tilean from their occasional contacts with merchants considered his offer. They knew that their stone axes were no match for Tilean steel. At long last old Hengus volunteered to go and chose two smaller Giants to go with him. As they strode forward, Geasar shouted, "I want the big ones!" and pointed to Cachtorr and Bologs, greatest of Giants. Despite the protests of the tribesmen, the Druids sent forth the two mighty Giants to be hostages in Remas in order to save old Albion from conquest and the tribes from enslavement or worse, the decadence of luxury and civilization.

Geasar repaired half his fleet and sailed away with his Giant hostages wading in the sea behind him, tied by anchor chains. The moment Geasar's fleet arrived in Remas, word spread throughout the city. Geasar's political opponents had waited this very moment and hastily made way to the harbor. They gathered around the mighty conqueror as he came ashore and showered him with the usual groveling praises. This was just to put him off guard for instantly he was horribly done to death with many daggers. Up came the cry "Geasar is dead, long live the republic!" Geasar's battered and seasick soldiers panicked and scattered, seizing what gold they could in the confusion. One of them, out of spite against the city rather then pity for their plight, broke the chains that bound the Giants and released Hengus from the hold. Moments later Cachtorr and Bologs stormed ashore and went on a rampage through the streets of Remas, causing the citizens to flee in abject terror. Soon the Giants were in open country, spreading fear and panic throughout Tilea with Hengus close behind. Since that day, Hengus and the Giants of Albion have lurked in the landscape, lost and confused, seeking shade from the hot sun and pining for the fog. Not surprisingly, various mercenary generals have sought them out to hire them as dogs of war. Hengus, willingly agrees to fight in the hope that the campaign will lead him near to the great ocean and ultimately to Albion.


CAPTAIN: Hengus the Druid. MOTTO: We've got the Bologs to beat anybody. BATTLE-CRY: BOLOGS! APPEARANCE: The Giants of Albion are many and
varied. Most have only one eye in the middle of their foreheads, and some even have two heads. What little clothing they have is made of the hides of huge beasts such as mammoths, sabre tooth tigers, elks and cave bears. They wear necklaces made from the tusks of mammoths and wild boars.

Fall Over: Giants are ungainly and frequently befuddled, as a consequence of which they often fall down. They are especially prone to this if they've been raiding the local breweries, which isn't altogether uncommon. A Giant must test to see whether it falls over if any of the following apply:  If it is beaten in close combat. Test once results are established but before taking a Break test.  If it is fleeing at the start of the Movement phase.  When it crosses an obstacle. Test when the obstacle is reached.  If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand. To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically. To determine in which direction the Giant falls, roll a scatter dice. Place the Fallen Giant template with its feet at the model's base and its head in the direction of the fall — the Fallen Giant template is a special shaped template, which otherwise uses all the template rules from the Warhammer rulebook (so any models lying completely or partially under it are automatically hit). A model hit by a falling Giant takes a Strength 6 hit that has the Multiple Wounds (D3) special rule. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result. A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution. Once on the ground (you may lie the model down if you wish) a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain — the enemy swarm over him and cut him to pieces. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up. Giant Special Attacks: Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatterbrained to have any sort of coherent plan. To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the following tables. Which table you use depends on the size of the Giant's victim. When fighting characters who are riding monsters, decide whether to attack the rider or mount before rolling on the table.

POINTS: Hengus, Cachtorr and Bologs cost a total of
630 points. Hengus is worth 130 points and each of the Giants are worth 250 pts. M WS BS S T 4 3 3 3 3 6 3 3 7 6 6 3 3 7 6 W 2 6 6 I 3 3 3 A 1 S S Ld 8 10 10

Hengus Bologs Cachtorr

UNIT SIZE: Huge! EQUIPMENT: Both Giants and Hengus are armed
with a hand weapon.

TROOP TYPE: Infantry (Character).
Bologs & Cachtorr: Monster.

MAGIC: Hengus is a Level 1 Wizard who use spells
from the Lore of Life or Beast‘s lists.

Oggum Staff (Arcane Item) Hengus has an Oggum Staff, which is a special kind of magic item made by the Druids of Albion. Not only do the Oggum marks on the staff endow the bearer with power over Giants to make them serve him, but they also protect the owner from harm. This staff gives Hengus +1 to Dispel and a 4+ Ward save.

Independent Models: Hengus, Bologs, and Cachtorr are individual models and move independently, though they may not join regiments. In addition, as long as Hengus is within 8" the Giants, Bologs and Cachtorr may re-roll failed Leadership Tests. Giants of Albion: Bologs and Cachtorr are Large Targets, cause Terror and are Stubborn. Note that, although named, Bologs and Cachtorr do not count as being characters. In combat, roll separately for each giant.


Big Things Chart Use this chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, anything with the Large Target special rule, and characters riding any of the above. D6 1 2-4 5-6 Result Yell and Bawl Thump with Club 'Eadbutt

will automatically do so in the following round if he is able to, assuming that he did not fall over in the previous round. A Giant that starts to Jump Up and Down will therefore continue to do so on the same target until he falls over, the target is destroyed, or the combat ends. Pick Up and...: The Giant stoops down and grabs a single model in base contact from the target unit (Giant player's choice). The target must make a single attack to try to fend off the Giant's clumsy hand. If this attack causes an unsaved wound, the Giant's attack fails. Otherwise, the Giant grabs the model and the player rolls a D6 to see what happens next: D6 1 Result Stuff into Bag. The Giant stuffs the victim into his bag along with sheep, cows and other plunder. The model is removed as a casualty. Throw Back into Combat. The victim is hurled into his own unit like a living missile. The victim is removed as a casualty, and D6 Strength 3 hits are inflicted on the unit (save as normal). Hurl. The victim is hurled into an enemy unit within 12" of the Giant – randomly determine which. The victim is removed as a casualty, and the unit takes D6 Strength 3 hits (save as normal). Unsaved Wounds from these hits count towards the Giant's combat result. If no enemy units are in range, treat this as a Throw Back into Combat result instead. Squash. This doesn't really bear thinking about. Suffice to say the model is removed as a casualty. Eat. The Giant gobbles his victim up, swallowing him whole. The model is removed as a casualty. Pick Another. The Giant hurriedly stuffs the victim into his bag or under his shirt (or down his trousers if they're really unlucky). Treat the attack as if the Giant had rolled the Stuff into Bag result, above, and then choose another victim. The second victim makes a single attack as usual to avoid being picked up — if he fails, roll again on this table to see what the Giant does with him.

Man-sized or Smaller Things Chart Use this chart when fighting anything not covered by the Big Things chart, above. D6 1 2 3 4-5 6 Result Yell and Bawl Jump Up and Down Pick Up and... Swing with Club BOLOGS!


Yell and Bawl: The Giant yells and bawls at the enemy. This is not a pleasant experience, as Giants are deafeningly loud and tend towards poor oral hygiene. Neither the Giant nor models in contact with him actually fight if they have not already done so this round. The Giant's side automatically wins the combat by 2 points (if both sides have a Giant that Yells and Bawls, the combat is a draw). Thump with Club: The Giant brings down his club on a single model from the target unit, that is in base contact. The target may attempt to avoid the blow by passing an Initiative test (use the lowest if the model has several different values). If the test is failed, the model takes 2D6 wounds with no armour save allowed. If a double is rolled the Giant's club embeds itself in the ground and the Giant cannot attack at all in the following round of the same combat whilst he recovers his weapon. 'Eadbutt: The Giant head-butts a single enemy model from the target unit, automatically inflicting 1 wound with no armour saves allowed. If the victim is wounded but not slain, then he is dazed and loses all of his following attacks. If the target has not yet attacked in that combat round, he loses those attacks; if he has already attacked, then he loses the next round's attacks. Jump Up and Down: The Giant jumps up and down vigorously on top of the enemy. Before he starts, the Giant must test to determine if he falls over (see previous page). If he falls over, work out where he falls and calculate damage as already described. Any wounds caused by the fall (on either side) count towards the combat result. If the Giant remains on his none-too-nimble feet, the target unit sustains 2D6 Strength 6 hits. Work out damage and saves as usual. Giants enjoy jumping up and down on their enemies so much that a Giant that does so in one combat round





Swing with Club: The Giant swings his club across the enemy's ranks. The Giant inflicts D6 Strength 6 hits on the target unit. BOLOGS! The Giant picks up a boulder and hurls it into the enemy unit causing massive damage. Place the 3" template anywhere on the enemy unit. It will scatter D3-1 inches. Resolve the attack just like a shot from a Stone Thrower.


Who could forget the Ogres? Not anyone with a sense of smell, that‟s for sure. Worse than Trolls, and that‟s saying something, but there are few troops you‟d rather have on your side in the heat of battle.
Elodhir Seamane, Elven gentleman adventurer Possibly one of the most successful Ogre mercenaries of all time, Golgfag Maneater forged a reputation for the Ogres as fearsome killers for hire long before they became a relatively common sight in the mercenary armies of the Old World. He soon found himself leading a bunch of almost equally brutal Ogre warriors. He quickly developed a taste for man-flesh and joined forces with an Orc Warlord called Gnashrak Badtooth. Gnashrak was busy fighting against the Dwarfs of Karak Kadrin high up in the Worlds Edge Mountains. Golgfag wasn‘t sure he liked the taste of Dwarf, but was more than happy to find out. Gnashrak thought the Ogres would prove just the kind of troops he needed to sort out the Dwarfs. However, he soon grew tired of the Ogres‘ appetite for Goblins, booze, and raucous singing. After one particularly loud drinking session Golgfag and Gnashrak got into a huge fight. Soon all the Ogres and Orcs were scrapping. Golgfag tore off the Orc‘s arm and used it to bash his way out of the encampment before leading his lads to safety. Gnashrak was completely enraged. Golgfag promptly offered his serviced to the Dwarf leader Ungrim Ironfist. He showed Gnashrak‘s arm to Ungrim as proof of his sincerity. In the face of such a convincing offer, Ironfist was hardly able to refuse. Golgfag led his Ogres and a party of Dwarfs along a secret track the Orc‘s encampment in Broken Leg Gully – so called because of its impossibly steep and treacherous sides. The Orcs were trapped and horribly slaughtered. Gnashrak was captured and subsequently bound in chains and delivered to Ungrim Ironfist. Pausing only to loot the Dwarf Lord‘s treasury during the ensuing celebrations, Golgfag headed west into the Empire. There he took employment in the ranks of the Imperial army, and it was here that he discovered Halflings were by far his favorite food. Shortly afterwards he turned up in the lands of Tilea in the employ of one Lorenzo Lupo. Lorenzo found the Ogres to be excellent troops, but a considerable nuisance. The citizens of Luccini were forever complaining of being beaten, robbed, or bullied by the rowdy Ogres. One night Golgfag decided to take rather more than his fair share of wine, directly from Lorenzo‘s warehouses. When the Ogres fell into a drunken stupor Lorenzo sent a company of pikemen to arrest them and throw them into his dungeons. Fortunately for Lorenzo, an opportunity to be rid of the Ogres altogether arrived in the form of a messenger from one of the Border Princes. The messenger was hiring mercenaries on behalf of his master. Lorenzo cheerfully fitted him up with the Ogres, took his fee, and released Golgfag and his crew from captivity. Golgfag was understandably annoyed, but faced with a new offer of employment, a complimentary baggage train of food and a firing squad of Tilean crossbowmen, the Ogre decided to let matters lie for the moment. Golgfag‘s stay in the Border Princes proved a successful and profitable one. The Ogres grew fat and wealthy. They were kept very busy one side or another and were given every chance to indulge their appetite for fresh meat. Golgfag‘s only regret was the scarcity of Halflings thereabouts. When he heard that trouble was brewing between the Orcs and Dwarfs he headed northwards once more. He fell in with a bunch of Orcs and Goblins and was soon feasting upon Dwarf again. It was after a foray against the Dwarfs that Golgfag was ambushed by none other than Ungrim Ironfist, his former employer. The canny Dwarf Lord led the Orc army into a trap using a supply convoy as bait. The convoy consisted entirely of wagons full of cheap ale which the greenskins duly captured and drained. Golgfag and the Ogres courageously drank themselves into oblivion along with the rest. When they awoke, the Ogres found themselves in the dungeons deep below Karak Kadrin, along with the remnants of the Orc army. The Dwarfs no doubt expected Golgfag to die in this cramped and crowded dungeon, and probably thought this would be easier and safer than trying to kill the Ogre in some other fashion. When the Dwarfs finally opened the dungeon some months later, they were startled to find Golgfag still alive. He had eaten every other inmate of the dungeon, including the rest of the Ogres, apart from Skaff. Out of respect for his oldest drinking buddy, Golgfag had only, so far, eaten one of Skaff‘s legs. A great pile of Orc, Goblin, and Ogre bones lay in one corner. When he heard of this, Ungrim Ironfist was so impressed that he ordered Golgfag to be taken a long way away and released. Golgfag soon gathered together some of his old lads and other keen young Ogres flocked to join him. Skaff decided to stick with Golgfag despite everything, and gratefully accepted the position of standard bearer as this gave him something to lean on. Before the summer was out, Golgfag headed south over the Grey Mountains in company of an Orc raiding party. It was


there that he fought his first battles against Bretonnians and where he would ‗crack a few tinnies‘ and feast upon man-flesh once more. From that day to this, Golgfag has never looked back. His reputation has, if anything, grown and grown. So has his girth. But he still has a few scores to settle, not least with the Dwarfs of Karak Kadrin and with the treacherous Lorenzo Lupo. However, Ogres are straightforward folk and such things take second place to a good fight and a full belly! Although he could be mistaken for a mere Bruiser, Golgfag has been in active service for over sixty years, and has considerable tactical acumen to go with his lattice-like network of scar tissue. Golgfag‘s reputation and wealth have grown so considerable that in recent years he has begun to hire his own mercenary armies, including more and more Ogres as the great migration gathers speed. The term ‗Maneater‘ was first coined when, after a drunken argument, Golgfag ate his paymaster whole and left carrying his coffers. He insists to this day that his name is misleading for, just like the faithful band of violent thugs that travel with him, Golgfag really0 isn‘t that fussy about what or who he eats.

Golgfag Skaff Ogre

M WS BS S T 6 5 2 5 5 6 3 2 4 4 6 3 2 4 4

W 4 3 3

I 3 2 2

A 5 4 3

Ld 8 7 7

CAPTAIN: Golgfag MOTTO: You‘ve hired da rest, now try da best! BATTLE-CRY: ―Gruugh agh agh waaagh‖ is a
reasonable rendering of Ogrish (a language little understood by other races and hard going even for Ogres). The meaning is obscure. It might mean something like ―Feed me – feed me now!‖

UNIT SIZE: 4+ EQUIPMENT: Two hand weapons and heavy

TROOP TYPE: Monstrous Infantry. SPECIAL RULES: Fear, Ogre Charge, Stubborn
(Golgfag only). Maneater: Golgfag in his long mercenary career has been given the nickname of Maneater, although as he insists, this is misleading, for he and his lads don‘t much care for who or what they eat. Golgfag does have a particular love for eating Halflings and as such, any army that includes Golgfag and his Ogres may not include any unit of Halflings. Halflings know of his reputation for eating their kin and will refuse to hire on with an army employing Golgfag.

APPEARANCE: Ugly, ferocious, and hungry.
Golgfag‘s Ogres were dirty, patched clothing made of skins, leather, and such items as they have pillaged or crudely stitched together from old cloaks, blankets, tents, canvas awnings, etc. Their appearance is obviously raggedy and rather crude. Their armour is a hotchpotch of pieces made for other races and strapped over strategically vulnerable bits of the Ogre‘s body. Ogres have rough, gnarled and warty skin, and, being veterans of countless battles, Golgfag‘s lads are covered in scars.

POINTS: Golgfag and three Ogres, including Skaff
the Standard Bearer and a Musician, cost a total of 275 points. This is the minimum unit you can hire. The size of the regiment may be increased at a cost of 35 points per additional Ogre.

Designer‟s Note: These rules are meant to represent Golgfag in his younger mercenary days, as opposed to his current position in Warhammer: Ogre Kingdoms; hence the rules differences. 30

“Leave me that oversized lizard!” shouted a voice I instantly recognized. “I didn't have breakfast yet!” “That's Gotrek Gurnisson”, said one of the gunners on the hill. “He kind of lost his mind. I've seen it with my own eyes, how he guzzled down a whole beer barrel on his own.” Soon I saw how the frenzied dwarf cleaved a path of destruction through the Orc horde with his axe.
Extract from “My travels with Gotrek” by Felix Jaeger on the battle of Talabheim Not much is known about Gotrek before he shaved his head and swore the Slayer Oath and met Felix Jaeger. The two soon became known as Gotrek and Felix. A long time ago, before he travelled with Felix, Gotrek was on an expedition to the stronghold of Karag Dum, where he found an axe made out of Meteor Iron in the Chaos Wastes – the legendary Rune Axe of Karag Dum, which enhanced his already impressive fighting skills enormously. In an epic battle in which a dwarf force from the fortress of Karak Varn fought against an outnumbering horde of Orcs, Goblins and Beastmen, Gotrek met Josef Bugman, the famous brewer and the White Dwarf Grombrindal. Together these three legendary heroes turned the tide of battle and saved Karak Varn from being pillaged and ravaged by the foul hordes. Felix Jaeger is the son of a rich and influential merchant family in Altdorf. He was well-known at its university but not so much because he was willed to learn. He participated in drinking contests, played reckless pranks on his professors and participated in duels. He was expelled from the University of Altdorf after killing a fellow student in such a duel and cast out of his family. He became a street corner agitator and poet and played a vital part in the Window Tax march, which ended in a bloodbath. During this bloodbath he met the Slayer Gotrek Gurnisson, who was impressed by his resistance against the Reiksguard, which tried to quell the rebellion. So impressed in fact, that he lend his aid against the Reiksguard, thus saving Felix from being trampled to death. At the following drinking bout in one of Altdorf's taverns, Felix then swore the dwarf to accompany him on his quest for a glorious death and to record his inevitable end in an epic ballad. Although he already oftentimes regretted his thoughtless oath he yet loyally stayed at the dwarf's side and journeyed with him to some of the most remote and dangerous places of the Old World: from the Great Forest to the lawless plains of the Borderlands; through the depths of Karak Eightpeaks to the dry and unforgiveable Chaos Wastes; into the besieged Praag, to the dreaded Syvania and even to the mist covered island of Albion. Felix Jaeger became – though somewhat forced – an excellent fighter during his adventures with Gotrek. In the Badlands they fought against Wolf Riders, where Gotrek lost an eye. Beneath Karak Eightpeaks they fought dozens of Orcs and a mighty Chaos Troll. It was there that Felix found a magic blade, which is commonly known as ―the quick Bronze Blade‖ but rumors go that it is the long lost, legendary sword Kharagul, the Wyrmslayer Blade. In Nuln they uncovered the Skavens' secret plans lead by the Grey Seer Thanquol and they travelled the Chaos Wastes in an airship designed and built by the master engineer Malakai Makaisson. There, in the lost dwarf keep of Karag Dum it was Gotrek who spellbound a Greater Demon of Khorne. Since then they were accompanied by the human wizard Maximilian Schreiber and the Slayers Malakai Makaisson, Snorri Nosebiter, Björni Björnisson and Ulli Ullison. Felix slayed a Chaos Dragon named Skjalandir on their way to Kislev. In Kislev, they repelled the Chaos Hordes of Arek Daemonclaw, which were besieging Praag. Björni and Ulli lost their lives in this battle. Later, they chased the vampire Adolphus Krieger through the whole Empire. In the end he was slain by Snorri. While being in Sylvania during the winter, Gotrek and Felix got separated from Snorri Nosebiter and Max Schreiber, only to stumble across the ancient network of the Old Ones. Through this they arrived in Albion, meeting the High Elf Archmage Teclis. With his aid and the barbaric inhabitants of the misty isle they managed to bring a huge conspiracy of the destructive forces of Chaos to halt and to close the network forever.


Gotrek has miraculously survived all of his adventures and Felix too manages to stay alive each and every time. However, Teclis became aware of the fact that the gods played a huge part in Gotrek's and Felix's life and so did other important personae of all races. Returning through Araby, Tilea and other different countries of the Old World, Gotrek and Felix witnessed the magical resurrection of the vampire count Manfred von Carstein in his castle Drakenhof in Sylvania. They also participated in the battle against a huge horde of Greenskins, who besieged Talabheim. In its course Snorri Nosebiter finally found death in battle, which he was seeking for long. Gotrek and Felix obviously belong to the most notorious heroes of the Old World, whereas they are mostly known within the Dwarf holds. In the human parts only a few know about the poet and the Slayer. For the dwarfs however they both are living legends. Gotrek is regarded with mixed feelings, part awe but he is also the ―least successful Slayer in this age of the world‖. Felix is almost seen as a saint and many dwarfs say he is one of the greatest heroes of humanity since Sigmar himself! He has the honourable title ―Bearer of Firebeard's Hammer‖ as well as Dragonslayer, although he is neither dwarf nor Slayer, but the dwarfs seem to consider him so for his travels with Gotrek. Gotrek Gurnisson and Felix Jaeger travel the whole Old World and beyond and they are well-known for their adventures. Gotrek Gurnisson is a famous and very powerful Daemonslayer, who seeks a glorious death, accompanied by Felix Jaeger. In the same time he is also the least successful Slayer of all times, for though he has slain countless beasts and creatures from the Bad Lands to the Chaos Wastes, he hasn't found death through the hands of a worthy foe yet.

Gotrek Felix

M WS BS S T W I A Ld 3 7 3 4 5 3 5 4 10 4 5 5 4 4 2 5 3 8

UNIT SIZE: Gotrek and Felix. EQUIPMENT: Gotrek carries his Rune Axe, Felix is
armed with the Wyrmslayer Blade. Felix wears light armour.

TROOP TYPE: Infantry (Character). SPECIAL RULES: Skirmishers.
Gotrek: Gotrek Gurnisson is the most accomplished Slayer in the Warhammer world, having felled mighty creatures from the Badlands to the Realms of Chaos. As a Daemon Slayer he is Unbreakable and while he lives so is Felix. In addition Gotrek's Strength is always equal to the Toughness of his target, unless it would normally be higher. This means he always wounds on a minimum of 4+. As a Dwarf, Gotrek hates all Greenskins, and pursues and flees 2D6-1". Gotrek is also relentless (may march within 8" of the enemy). Gotrek's Doom: The Dwarf Ancestor Gods seem to have some plan for Gotrek, driving him towards an unknown doom. Since swearing his oath to accompany the Slayer, Felix has also been bound into this mysterious destiny. Although this means that they are forever wandering, unable to settle, they are also able to survive battles that see thousands of others die. To represent this, Gotrek and Felix have a 4+ Ward Save and Magic Resistance (2). However, Gotrek may never join a unit, and so while he still lives Felix may not join a unit either. If Gotrek is removed as a casualty his Doom has no further effect on Felix.

CAPTAIN: Gotrek Gurnisson MOTTO: My glorious death shall not be forgotten! BATTLE-CRY: ―Oh no, not another monster!‖ (This
isn't a battle-cry per se but oftentimes the last words of Felix Jaeger before the two of them get involved in battles, fights, skirmishes, brawls, etc.)

Gotrek's Axe (Magic Weapon) Gotrek's mighty Rune Axe is empowered with potent spells of cutting and cleaving. For each of Gotrek's initial Attacks that hit, he gains one extra Attack. Roll to hit with his first Attacks and then allocate and roll to hit for any bonus Attacks he gains. In addition, against enemies with Toughness 5 or more he has the Multiple Wounds (2) special rule. No Armour Saves are allowed against Gotrek's axe. Wyrmslayer Blade (Magic Weapon) This enchanted sword thirsts for the blood of Dragons, urging its wielder to confront these monstrous beasts and imbuing them with unnatural ferocity and speed. The Wyrmslayer Blade adds +2 to Felix's Attacks. In addition, if there is a Dragon within his charge range you must declare a charge against it. Against Dragons, the Wyrmslayer blade allows Felix to re-roll missed attacks and failed rolls to wound.

APPEARANCE: Felix Jaeger is easily recognized
by his unruly blond hair and his worn out, bright red coat. And of course by his constant companion Gotrek. His published work about his adventures with the title ―My Travels with Gotrek‖ were printed in Altdorf, where they have been shrugged off as pipe dreams and phantasms.

POINTS: Gotrek and Felix cost a total of 350 points.
Gotrek is worth 265 points and Felix is worth 85 points.


Felix ducked the swipe of a jagged scimitar and lashed out with his sword. His blow took the skaven beneath the ribs, and cleaved upwards in search of its heart. The skaven gave an eerie high-pitched shriek, clutched its chest and died. It fell to the ground even as Felix withdrew his blade from its chest. Felix glanced around at the swirling melee. To his right he saw Heinz dash out the brains of a skaven leader with the cosh he held in his left hand, white he fended off the attack of another skaven with the blade he held in his right. Boris and Stephan fought back-to-back in the teeth of the tide of rat-men. Somewhere in the distance he could hear Gotrek's bellowed war cry. Right at this moment, it was difficult to tell how the fight was going. The mercenaries seemed to be holding their own against the skaven, and the battle seemed to have attracted the attention of others. Humans were pouring out of the nearby tenements. Some clutched bedpans and pokers and other improvised weapons. Others carried swords and blunderbusses and other, rather more useful looking instruments of destruction. It seemed that the citizens had decided that they would rather meet their end in battle with their foes than be burned to death in their homes. That was good, thought Felix, for the mercenaries needed all the help they could get as more and more skaven were being drawn through the blazing streets to the sound of battle. Even as he stood there, a severed head came flying out of the gloom, spinning, spilling blood from disconnected arteries, spraying all those below it with a shower of black raindrops. It arced straight toward Felix and he batted it aside with his sword. Salty black fluid splattered his face and he fought the urge to lick his lips to clean them. Looking down he saw that the head belonged to a huge skaven warrior. He wiped his face with his cloak quickly, worried that something might take advantage of his blindness and stab him. Shaking his head he moved forward cautiously to where he could hear Gotrek shouting. Ahead of him he could see an enormous ruck. The Slayer stood poised atop what first Felix took to be an enormous mound of bodies but swiftly realised was a plague cart. A wave of furious skaven scrabbled to reach him but were being hewn down by the awesomil power of the Slayer's axe. In the distance, looming over the great mass of lesser skaven, Felix could see a huge wedge of creatures he had come to think of as rat-ogres. Gotrek obviously saw them too, for he dived from the top of the plague cart into the seething sea of skaven. Within moments, his flickering axe had left a wall of broken and dying bodies all around him as he thrust his way towards the giant monsters that were his goal. Felix debated for only a moment whether to follow him and then pushed forward, shouting: 'Follow me, lads! Let's kill some bloody rat-men.' As he hacked to left and right, he hoped the mercenaries were listening and following, otherwise he and Gotrek were in for a hard time when they closed wi t the rat-ogres. Ahead of them, Felix could see the rat-ogres. They loomed head and shoulders above the crowd, monstrous creatures, manshaped but with the heads of immense rabid rats. Vast boils erupted through their mangy fur. The stigmata of a variety of foul mutations marred their flesh. Each had paws the size of shovels which ended in claws like daggers. Huge tusk-like fangs dripping with saliva filled their mouths. Their bellows were audible even over the din of battle.

At the sight of them, Felix felt the urge to halt an flee. He could tell the mercenaries following him felt the same way. The momentum of their charge was dissipating as they contemplated the horrific appearance of their foes. Only Gotrek showed no fear. He ploughed onward, unwilling or unable to be bothered by the fearsome nature of his foes. The rat-ogres were no more troubled by the Trollslayer's arrival than he was by theirs. With an ear-shattering roar, they charged rabidly to meet him. It seemed unlikely to Felix that anything could survive the mad rush of such huge creatures. It was like expecting someone to be able to withstand the charge of a herd of elephants. Nothing should have been able to withstand the onslaught of that huge mass of muscle and teeth and claws. For a moment, all heads turned and even the skaven stopped their relentless advance to watch. Completely undaunted by the fact his opponents were twice his size, Gotrek came on. His axe flashed, glowing red in the lurid blaze of the burning buildings, and one of the rat-ogres tumbled backwards, its leg chopped off at the knee. As it fell the Slayer's axe slashed back again and severed its arm. Clutching at the bloody stump with its good paw, the creature rolled over on the ground, writhing and shrieking. Another of the immense creatures reached out and made a grab for the dwarf. Its razor-like talons bit into his ruddy flesh. Bloody droplets appeared on Gotrek's shoulder as the mighty beast raised him high above its head. It opened its huge jaws to the fullest extension as if intending to drop the Slayer in and devour him in one bite. Gotrek brought his axe crashing down. Powered by all the awesome strength of the Slayer's mighty arm, it smashed the rat-ogre's head in two. Blood, brains and teeth exploded everywhere. The Slayer went flying backwards through the air, propelled skyward by the reflex action of the rat-ogre's death spasm. Seeing the remaining rat-ogres begin their advance towards Gotrek's recumbent form, Felix mustered all his courage and shouted;: 'Charge! Charge! Let's send these foul vermin back to the hell that spawned them. Not daring to look back over his shoulder to see if anyorie was following him, he raced forward into the fray. Chang Squik watched in amazement as the air in front of him shimmered. For a moment, it appeared like a small, bright hole had been punched in the very fabric of the world. Through that hole leaked a vile black gas which smelled of warpstone and dark magic. Even as the assassin watched, the cloud expanded and shimmered until it stood higher than any skaven. Then the cloud itself parted to reveal a gateway joining the privy in which Chang Squik stood to the place where the grey seer was. Chang Squik heard a sudden noise behind him and span around to see an ornately garbed human enter the privy, fumbling with his codpiece as if he intended to make water. The human reeked of alcohol. He paused in amazement / and looked at the skulking skaven, then shook his head as if to clear it. `I say,' he said. 'That's a ruddy good costume!' Then his eyes widened further as he noticed the ranks of stormvermin starting to pour through Thanquol's sorcerous gateway. He opened his mouth and had just time for one shriek of warning before Chang Squik's throwing knife buried itself in his heart.


„For the Leopard!‟ they roared, and charged the greenskins. The Orc line swayed, then fell apart under their assault and the rest of our army took up the victorious cry. „For the Leopard!‟ we roared, and charged too. We‟d all share the glory – and the loot.
Filimir Tzapinka, mercenary sergeant, on the battle of the Frozen Lakes

The Leopard Company takes its name from the legendary Leopard of Luccini which is a badge and mascot of the city. It is said that this leopard was the guardian of the divine twins Lucan and Luccini, founders of the city. According to the story, the twins became lost in the wilderness when they were still only children and took refuge in a cave on the great rock, later to be the acropolis of the city. The cave was the lair of a leopard, but this was no ordinary leopard, she had two heads and three tails! She could also speak prophecies from one of her heads and warnings from the other. The leopard protected the twins just as if they were her own cubs until shepherds found them. They also found the bones of many Orcs, wolves, bears, and Trolls around the cave which the leopard had slain protecting the twins.

According to the myth, the leopard prophesied that Lucan and Luccina would found a great city on the rock and rule it as king and queen. Then the other head warned that the descendants of the twins would fight each other for the realm. After having thus spoken, the leopard disappeared into the cave and was never seen again. The temple of Lucan and Luccina was built over the cave in which credulous people still believe the leopard lives. The guards of the temple, hired by the priests and paid for by pious donations from the merchants of the city, were called the Leopard Company because their sworn duty was to guard the acropolis as ferociously as the leopard as its badge. Unfortunately, there was always fighting in the principality between the two lines claiming descent from Lucan and Luccina. This only ended recently when Lorenzo Lupo claimed descent from both and anyone who disagreed either came to a bad end or has since fled the city. Unfortunately for them, the priests of the temple of Lucan and Luccina supported the claim of Lorenzo‘s rival Leopold who claimed to be a direct descendant of Lucan. Under Leopold‘s command the Leopard Company held the acropolis for many days against Lorenzo‘s troops. The state of civil unrest persisted until the priests consulted the oracle of Luccina which came down in favour of Lorenzo, albeit a very cryptic augury. The priests promptly cast the Leopard Company from their employment in an effort to placate the vengeful Lorenzo. The soldiers had grown used to extremely good pay in gold and always dressed immaculately and enjoyed the best that the city could provide in food, wine and entertainment. They were extremely angry. Consequently, the Leopard Company, forgetting their sacred duty, broke down the golden doors of the temples, took the pay owed to them and laid hands on the priests who were thrown off the acropolis into the sea. Then they defiantly held out against Lorenzo for a further two weeks of bloody siege. 34

Old Veteran: No I won't join your lot! You give all your money away to temple don't you? If I risk my neck I want to keep the money! Leopoldo: Well, before we pay the temple we take out expenses. You know essential things tike replacing broken pikes and dented armour, making sure everyone looks smart and each trooper has a clean silk shirt or two. Doctors aren't cheap either, and a couple of the best are with us at all times. Then there are supplies. Only the finest wine is worthy of servants of the temple, so we don't skimp on expenses there. In fact, I think that you'll find we have an excellent selection from all over Tifea. Plenty of it too, as you never know when we'll be stuck in some barbaric backwater. Our chef used to cook for the Prince of Trantio and demands the freshest and best ingredients. He gets very upset if we run out of vital supplies (like those nice baby octopuses for the pasta) in the middle of a siege. Like I said, once we've taken out our expenses we pay the temple. Old Veteran: Where do I sign?

Finally Lorenzo decided to offer Leopold a deal he could not refuse. He would allow Leopold and the Leopard Company to march out of the city in return for ending the siege and promising never to make war on him. Leopold reluctantly set aside his claim under pressure from his men who wanted to get away with the gold from the temple rather than die. Also, they were afraid they had offended the two gods of the city and were anxious to leave the acropolis before divine vengeance struck them, possibly in the form of a rampant two headed leopard! And so the regiment mached out of Tilea and took service with various other Princes. After much hard campaigning, the regiment had been mauled in many unlucky battles. The superstitious soldiers regarded this as the vengeance of the leopard which they had sworn to protect and whose temple they had pillaged. Leopold, anxious to hold his regiment together, called a meeting on the stricken battlefield of Terramorta and told his men they must regain the favour of the gods. So they voted to appease the leopard by sending back a portion of everything they had captured as loot to the temple in Luccini. The next battle ended in an overwhelming victory against all the odds, with the Leopard Company taking the lion‘s, or rather the leopard‘s share of the loot! For Leopoldo, it earned him the nickname di Lucci, meaning ‗the fortunate‘. Since then the regiment has gone from strength to strength fighting in many far distant lands, but always remembering to send something back for the coffers of the priests of the temple at Luccini.

POINTS: Leopold and nine Pikemen cost a total of
150 points including Standard Bearer and Musician. This is the minimum unit you can hire. The regiment may be increased by adding extra models at a cost of 8 points each. M WS BS S T W I A Ld 4 5 5 4 4 2 5 4 8 4 3 3 3 3 1 3 1 7

Leopold Companion


CAPTAIN: Leopoldo di Lucci. MOTTO: Proceeds to the Luccini temple‘s
restoration fund.

EQUIPMENT: Pike and heavy armour. Leopold is
equipped with hand weapon, pistol and heavy armour.

SPECIAL RULES: Immune to Psychology.

BATTLE-CRY: For the Leopard! APPEARANCE: Burnished brass armour, very
ornate muscled cuirasses with a leopard's face embossed on the breastplate. Leather tassets attached to the cuirass. White uniforms and white crests. They wear gilded or real wreaths of laurel leaves around their helmets. The banner bearer and drummer wear leopard pelts, draped over their shoulders. Their banner shows a leopard with two heads and three tails.

Stiffen the sinews, summon up the blood, disguise fair nature with hard—favoured rage and imitate the action of the Leopard!

As soon as their jolly boat touched the sand they roared ashore, charging the waiting Goblins. It was a short fight. Within moments the greenskins were running for their lives and the pirates were rewarding themselves with a swift tot of rum.
Von Mirrenburg from his book „My Time with the Dwarfs‟ Long Drong, who as his name suggests was a rather tall Dwarf and claimed a dubious line of descent from Drong the Hard, legendary Dwarf ancestor known from many sagas, began his career as a Dwarf seafarer in Barak Varr. He worked his way up from cabin Dwarf to captain of the Dwarf trading ship The Barrel of Ale which brought fine Dwarf brews by the sea route to far away colonies. That was until one terrible voyage around the coast of Sartosa. A storm blew up, the worst for a hundred years, and the ship foundered on the treacherous rocks. Although the crew was washed up on the shore, the entire cargo of rare Dwarf ales was lost. This disaster was something no Dwarf could bear, and no self-respecting Dwarf captain would wish to survive. Long Drong knew his career as a Dwarf trader was over. He resolved to become a Slayer on the seven seas and to seek a heroic end worthy of a saga. His crew, who were just as shamed by the loss of the cargo as their captain, followed his example and swore upon their ancestors to lead a life of roving Sea Slayers until a worthy death ended their shame and redeemed them in legend. Having thus sworn, Long Drong, now known as Long Drong Slayer, trekked inland to his destiny, which was to become the most notorious pirate ever to lurk on Sartosa. His first act was to storm the stronghold of the dreaded pirate Capitano Sisicco and capture his ship and treasure stash. With the latter, Long Drong hired Dwarf craftsmen to rebuild the flimsy vessel into something a Dwarf could be proud of, not sparing the iron! He also hired Dwarf smiths to forge cannons for the vessel, which Long Drong named The Fair Fregar after a famous Dwarf maiden of Barak Varr, rumored to be very beautiful. A figurehead representing her was carved by the crew. Unfortunately, neither Long Drong nor any of his crew had ever seen a real life Dwarf maiden, so they had to rely on their imagination and hearsay. The result, parts of which were shod in brass, made an awesome ram on the prow of the ship! The prisoners, now chained in Long Drong‘s dungeons, were freed in return for telling him all they knew about buried treasure and handing over any maps they had. Long Drong learned that the key to success was often the possession of a pay chest full of gold with which to hire a mercenary army and hold it together under your command. Many such pay chests had been lost in battles and there were mercenary generals willing to pay handsomely for their return, even double the value of anything in the chest, or a great fortune for the empty chest alone. This was because recovery of a lost pay chest is a matter of pride among mercenary generals, who regard such chests in the same way as other races do their army standards! So Long Drong let it be known that, being a seafaring Dwarf, he could seek out and rescue a lost pay chest wherever it may be in the known world and return it to its rightful owner. All he asked was to keep any treasure that he might find in it, plus a reward in gold equal to as much as the chest would hold! By the standards of mercenary generals this was but a small price to pay for the restoration of honour and respect, and soon offers to hire his services came flowing in by swift messengers. Thus the Fair Fregar voyaged to many distant lands; Araby, Lustria, Albion, and many uncharted islands, and brought back various pay chests which may or may not have been genuine. In doing so Long Drong raided the treasure hoards of many notorious pirates and corsairs and made countless enemies determined to get their revenge on him. A price was on his head, everyone sought to accomplish his doom. What more could a seafaring Slayer ask for! His only friends turned out to be those mercenary generals from whom he had restored honour, and these soon began to hire Long Drong and his pirate crew to fight as a regiment in their armies. Their task, needless to say, was to seek out and capture the enemy pay chest on the battlefield. Only reckless Dwarf Sea Slayers, seeking a heroic end would take on or succeed in such a task. As yet Long Drong has still to meet his doom!

Fifteen Dwarfs and a dead Dwarf's chest, Yo. ho. ho and a flagon of ale. Each one a goner means more for the rest! Yo, ho. ho and a barrel of ale.
Dwarf Pirate sea shanty (it gets worse!)


CAPTAIN: Long Drong Slayer. MOTTO: Lost pay chest recovery is our specialty. BATTLE-CRY: Fifteen Dwarfs and a dead Dwarf‘s
chest, yo ho ho and a flagon of ale…

Ancestral Grudge: Dwarfs Hate all types of greenskins. You cannot include Dwarfs and Greenskins in the same army. Resolute: Dwarfs flee and pursue 2D6-1‖ instead of the normal 2D6‖. Relentless: Dwarf units may march even if the enemy is close enough to inhibit march moves. Festooned with Pistols: Since they are festooned with pistols that they shoot off in a hurricane of destruction, all of their close combat attacks are considered to be Strength 4 and Armour Piercing. In addition, they do not suffer the -1 to hit penalty for Stand and Shoot. Dwarf Rum: When unable to get ale, the Dwarf pirates brew their own drink. This dangerous stuff is a sort of rum mixed with gunpowder and iron filings, and each bottle has a skull and crossbones on it as a warning. The pirates swig so much of this concoction that they are now immune to drunkenness, though it wreaks havoc with their insides. Before a battle the Dwarfs will knock back a few bottles each, and the resultant intestinal rumblings and gurglings leave an odious mist hanging around the regiment. Though the pirates claim not to notice the smell, the effect is dire on the enemy who suffer -1 to hit in Close Combat. Obviously, Undead troops, Daemons, and followers of Nurgle won‘t notice the stench either. The great disadvantage to the pirates is that no other troops will stand near them. As a result, the regiment may not be deployed closer than 6‖ to any other unit in the a rmy at the start of the battle!

APPEARANCE: Long Drong Slayer has a hook
hand, peg leg, eye patch, long red plaited beard, pistols stuffed down his breeches, and a parrot on his shoulder which says ‗bits o‘ gold, bits o‘ gold‘ all the time. His crew is a swarthy bunch of rogues who are proud to fight under the skull and crossbones flag.

POINTS: Long Drong Slayer plus nine Dwarf pirates
including a Standard Bearer and Drummer cost a total of 180 points. This is the minimum unit you can hire. The regiment may be increased up to a maximum of 30 models at a cost of 12 points for each additional model. M WS BS S T W I A Ld 3 6 4 4 5 2 4 3 10 3 5 3 3 4 1 3 1 10

Long Drong Slayer Pirate

UNIT SIZE: 10+ EQUIPMENT: Loads of pistols (counts as brace of

TROOP TYPE: Infantry. SPECIAL RULES: Unbreakable.


Incredible! We stood quietly robbing carts while two armies were engaged in a scrapping, happily, a child's play, when we came face to face with a bunch of halflings who walking away from the scene of hostilities. Easy prey, we thought. This was my first mistake…
Ricco, the leader of a band of robbers, captured at the Battle of Dunroamin. The race of Halflings is mostly thought of as peaceable, well meaning, honest and sociable. This, at least, is the common view, and it is a view readily encouraged by the sight of rosy cheeked, wellfed Halfling faces and broad Halfling smiles. Such are Nature's gifts to that race. However, even amongst this tolerant and easy-going people there is the odd proverbial rotten apple that spoils an otherwise toothsome batch. In this case the rotten apple goes by the name of Lumpin Croop and the batch in question is known as Lumpin Croop's Fighting Cocks. Lumpin Croop was born in the northern Moot, in a backwater village, on the wrong side of the river. His mother was the blacksmith's daughter and his father an itinerant carrot salesmen. Unfortunately, Lumpin's father chocked to death on a horseshoe sometime before he was born. The Halfling's childhood was not a happy one. His grandparents resented and disliked him, and could never forgive their daughter for her unwise liaison. Lumpin's bright orange hair was a painful reminder of his parentage. Young Lumpin was forced to work long hours in the family forge. His grandfather set him to arduous and demeaning tasks such as poking the fire and straightening horseshoes. His mother suffered greatly from the unremitting disapproval of her parents. She became distraught and took to the bottle. Not surprisingly Lumpin ran away from home as soon as he could. By this time he had already fallen into a life of pick pocketing and bunko-artistry. These were talents doubtlessly inherited from his father along with his passion for root vegetables. Lumpin Croop became a poacher. His extraordinarily acute night vision proved a great advantage on dark moonless evenings. Lumpin soon learned to support himself from the surrounding farms and estates. This was an annoyance to the many gamekeepers who found their game stocks and reputations plummeting fast. One day Lumpin happened to visit the Old Pig and Bucket, a shady hostelry in the otherwise attractive village of Beggar's End. The inn's landlord, Raggo Barrelgut, had been an eager buyer of poached rabbit in the past. On this occasion, however, rabbit pie was noticeably absent from the menu. Instead, the snug was brimming with angry gamekeepers led by the notoriously crazed Ned Hamfist. The gamekeepers were all armed with cudgels. Raggo was hiding in the corner looking embarrassed and a bit frightened. Anticipating a sound beating, Lumpin immediately launched in to a long and complicated story. Once he had begun he soon found himself spinning a yarn of excitement, treasure and vast banquets waiting to be had in the lands over the mountains. The gamekeepers were taken aback by the young poacher's tirade and soon put all thoughts of vengeance aside. Eagerly they found themselves signing up to join Lumpin in his bright and exciting quest to the land of Tilea. Ned Hamfist bought drinks to toast their bold venture and some bright spark came up with a name for their band Lumpin Croop's Fighting Cocks. From that day to this, Lumpin has tried very hard to give the Fighting Cocks the slip. However, the gamekeepers are even better trackers then Lumpin and always manage to find him and insist that he takes them along on his adventure. Lumpin's regular attempts to escape are thought to be 'training exercises' by his admirers. Similarly, his efforts to misdirect the Fighting Cocks away from Tilea and any chance of fighting are considered to be 'initiative tests'. Unfortunately for Lumpin, the Fighting Cocks are extraordinarily good at direction finding, being experts at navigating their way around quietly in the dark. Their faith in Lumpin and their belief in his adventure is unshaken. The truth is that the Fighting Cocks are really rather good. All of the 'training exercises' and 'initiative tests' have honed their natural skills to a point where they are

Ye World Renown

Expert Marksmen, Trackers & Woodsmen.
Baggage Train guarding a speciality.

Ask for Lumpin at the sign of the Fat Pig.

expert trackers and woodsmen. Their marksmanship is, as you would expect, second to none. Their woodsman's clothing and pelt-caps adorned with feathers are memorable to say the least. Thanks to several remarkable battles, the Fighting Cocks have acquired a well-deserved reputation, and their services are now in great demand. On one occasion Lumpin was credited with saving an entire army. An enemy force had worked its way behind the army's lines and was preparing to launch a devastating attack. At the same moment Lumpin happened to be leading the Fighting Cocks directly away from the sound of the fighting. Unknown to him, his route was taking the Halflings straight towards the encircling enemy. In the ensuing clash the Fighting Cocks fought with great enthusiasm and the enemy was soon scattered. Everyone was very impressed by Lumpin's foresight; not least Lumpin himself, and the Fighting Cocks were showered with offers of employment. Indeed, money has started to flow into the band's coffers, and Lumpin's impromptu tale of fame and riches is starting to come true. His troops believe in him utterly and take great pride in their leader's growing reputation. Lumpin himself is learning to live with his sudden change of fortune. He is becoming unexpectedly fond of the Fighting Cocks. Such is his dedication that even on the eve of battle he can be found in his tent working hard at devising new training exercises. Lumpin Croop‘s Fighting Cocks are well u sed to sneaking about in woods and amongst the gorse. They use bird whistles and animal calls to coordinate their movements in the dark and amongst dense woodland.

Expert Marksmen, Trackers & Woodsmen. Baggage Train guarding a speciality. Ask for Lumpin at the sign of the Fat Pig. No job too small!

CAPTAIN: Lumpin Croop. MOTTO: Short, Fat and Dangerous to Know. BATTLE-CRY: "Hurray! Hurray! The Moot! The
Moot!" This stems from an occasion in a particularly nasty battle when Lumpin Croop attempted to give his troops new orders. What he actually shouted was, "Run away! Run away to the Moot!" but his words were lost upon the wind and his lads charged ferociously with their recognizable battle-cry.

APPEARANCE: The regiment is clad in various
greens and browns to better blend into the forest. They wear no armour as it is difficult to move stealthily and quickly when weighed down by mail and plate.

POINTS: Lumpin Croop and four Halflings including
Ned (properly Neddly) Hamfist the Standard Bearer and a Horn Blower cost a total of 95 points. This is the minimum size regiment you can hire. The size of the regiment may be increased at a cost of +10 points per additional Halfling. M WS BS S T 4 3 5 3 3 4 2 5 2 2 4 2 5 2 2 W 2 1 1 I 6 5 5 A 3 2 1 Ld 9 8 8

Lumpin Croop Ned Hamfist Fighting Cock

UNIT SIZE: 5+ EQUIPMENT: Hand weapon and bow. Lumpin
Croop is equipped with hand weapon, bow, shield and light armour.

TROOP TYPE: Infantry. SPECIAL RULES: Skirmishers, Scouts, Forest


“Da boss said, we would finish da stunties and „umies off quickly. Then we saw shiny thingies in da sky. 'Tis looks nice“, we were thinkin'. Da thingies became bigga an' bigga and closed in fasta an' fasta! I told my „omies: „What did ze stunties think of tis time?“ A terrible sound of breakin' armours and burstin' bones. My „omies were gone! Next to me, where my „omies were standing, was a pile of dead, green bodies, with lots and lots of axes stickin' in them. These cursed stunties and their toys!”
Morgua Bonegnawer about the battle in the Valley of Change

Malakai Makaisson is thought to be the most ingenious engineer who ever lived. His technical knowledge was highly valued in the Engineer's Guild. However, some of Makaissons' inventions were ill-fated. His Dwarf Iron Clad steam ship, named Unsinkable tragically sank on its maiden voyage, with Malakai being the only survivor. The Indestructible, the first airship he invented suffered the same fate. Again being the only survivor, the master engineer was thrown out of the Engineer's Guild. Unable to accept this disgrace as every proud dwarf would be, Malakai shaved his hair and took the Slayer Oath, which didn't stop him from inventing more machines and war gear for the Dwarf holds. Eventually, in the year 2500 IC he created a second airship, the Spirit of Grungni, named after Grungni, the dwarfen progenitor. He did so at the request of Borek Forkbeard, a warrior from Karag Dum. The dwarfs from Karag Dum were now trapped by chaos warriors for nearly 2000 years in their fortress and were fighting for survival. Relief troops from other strongholds were fighting in the Great War against Chaos. Initially, this second airship should have been named Unstoppable. This was Makaisson's idea but was averted by Borek, who regarded the name ominous, considering the past of Makaisson's inventions. The Spirit of Grungni turned out to be substantial and reliable, as opposed to Malakai's first airship. Together with Slayers like Gotrek Gurnisson and Snorri Nosebiter – who both were seeking glorious death against the hordes of Chaos - and Felix Jaeger and other warriors, Malakai travelled throughout the Chaos Wastes to Karag Dum. 40

There they managed to save Firebeards's Hammer, a precious rune hammer of Karag Dum's king together with the last survivors of the stronghold and bring them safely to the World Edge Mountains. The airship was attacked by the giant dragon Skjalandir on the way back, who could only be warded off with the sacrifice of Varek, Borek Forbeard's nephew. While the Spirit of Grungni was repaired and refitted in the Slayer fortress of Karak Kadrin, Malakai ventured out together with Gotrek Gurnisson, Snorri Nosebiter, other Slayers and people from the Empire and Kislev to defeat the dragon. Afterwards and after the work on the Spirit of Grungni was done, Malakai flew to Kislev to warn the Ice Queen against the coming invasion of Chaos. Subsequently he brought her and her retinue to Praag. There the infinite hordes of Chaos arrived, lead by Arek Demonclaw. Malakai's ariship's bombing later helped to destroy big parts of the Chaos army and thus the Kislevits managed to repel Arek Demonclaw's hordes. Approximately 30 years later Malakai constructed the Goblin-hewer. With that new invention he became part of the Slayer Cult Army of Karak Kadrin, which hurried to aid the Empire against Archaon's and Grimgor's hordes in the Storm of Chaos. A rapid-firing, axe-throwing extravaganza of destruction, the Goblinhewer is capable of scything through even the most numerous opposition with a hail of blades. Thanks to its design, the Goblin-hewer is capable of hurling a storm of axes into the enemy lines and decimate large regiments of even the best armoured warriors. A specially developed pair of goggles enables Malakai to enhance his vision and guide the hewer's axes safely into an enemy‘s face. Another of Makaisson's invention is the Repetear Handgun. This gun combines the marksmanship of dwarf guns with a high rate of fire. At the

moment Malakai is running lengthy tests to guarantee that this isn't going to be another failure. Due to Makaisson's recent successes the Engineer's Guild offered him an honourable reentry in the guild, which was rejected by Malakai. He now devotes himself to invent new enignes of war to aid the Dwarf holds and the humans in the never-ending war against Chaos and the Greenskins. Sometimes he can be found in mercenary armies with his Goblin-hewer, if their motives serve the dwarfs. He then stays in the first line of battle, eager to find death in battle through a worthy foe so his name will be purged of the setbacks of his past.

TROOP TYPE: War Machine. SPECIAL RULES: Unbreakable.
Ancestral Grudge: Dwarfs Hate all types of greenskins. You cannot include Dwarfs and Greenskins in the same army. Engineer: Although seriously deranged and sworn to the Slayer oath, Malakai is still a formidable expert in black powder, mechanics and construction. The Goblin-hewer may use his Ballistic Skill when firing. However, he is part of the crew and must stay within 3‖ of the Goblin-hewer at all times. Malakai may always fire at a different target with his Repeating Dwarf Handgun than the rest of the Goblinhewer if he wishes. Goblin-hewer: The Goblin-hewer fires using the following profile: Range: 48" Strength: 4 Special Rules: Armour Piercing

CAPTAIN: Malakai Makaisson MOTTO: Precise war engines for Karak Ankor! BATTLE-CRY: With lever, axe and chain, we split
the Gobbos' brain!

APPEARANCE: Malakai is a shaven-headed Dwarf,
with the customary red-dyed crest and a short leather jerkin with a sheepskin collar, a leather cap with long ear flaps and a cut out for his crest to fit through. He wears a set of thick optical lenses engraved with a cross-hairs, though he claims it is simply to improve his already superb eyesight, rather than to make up for any deficiency he may be suffering from.

In order to fire the Goblin-hewer, nominate a target unit within range and Line of Sight and roll To Hit as normal (using Malakai‘s BS if he is still alive and not firing his repeating handgun). The spinning axe blades fire a variable number of shots depending on the number of ranks in the target unit. Roll a D6 for every rank the target has, this is the total number of rolls to Hit you should make. If the Goblinhewer is in the flank arc of a unit, then the number of models in the widest rank is counted as the number of ‗ranks‘ for this purpose. For example, against a unit four ranks deep the Goblinhewer fires 4D6 shots. If it were six models wide and hit in the flank, it would fire 6D6 shots. Casualties are allocated just like normal shooting hits. If firing at a single model or skirmishers, or other target that does not use ranks, it fires D6 shots.

POINTS: Malakai Makaisson and his Goblin-hewer
cost a total of 200 points. M WS BS S T 3 5 5 4 5 3 4 3 3 4 - - - 7 W 2 1 3 I 4 3 A Ld 3 10 1 10 - -

Malakai Slayer Crew Goblin-hewer

UNIT SIZE: Malakai Makaisson, two Slayer crew
and a single Goblin-hewer.

The handguns of the dwarfs feature many improvements over the crude devices of the used by other races. These features include improved rifled barrels, finer powder grain and more reliable firing mechanisms. The Repeating Dwarf Handgun of Malakai takes this design even further, having a constructed a more rapid-firing version of the standard handgun. Range 24" Strength 4 Special Rules Multiple Shots (3), Armour Piercing, Move-or-Fire

EQUIPMENT: The crew are armed with hand
weapons and great weapons. Malakai is armed with a great weapon and a Repeating Dwarf handgun.

Superior Design: A Dwarf handgun has a +1 to hit modifier.


An‟ then Bozgrot got „it, standing next to me „e was. Got it right between the eyes, never knew what „it „im. Then da Boss went down with three bolts stickin‟ in „im. And finally, after we‟d lost half da ladz, we actually got close enough to see „em…
One-eyed Sukslug, sole Orc survivor of the Porcupine Pass massacre

The crossbow has always been the favoured weapon in Tilea, no doubt because its long range enables the troops to shoot from high on the ramparts, across the broad moats and ditched into the enemy hordes. Crossbow bolts have the striking power to pierce armour and inflict mortal wounds on tough and determined opponents. The crossbow is also handy for use in confined spaces such as the ramparts, towers, gateways, and narrow streets of Tilean cities and on board Tilean galleys and Man-OWars. It is therefore no surprise that the Tileans never really bothered with ordinary bows. One of the famous regiments to use the crossbow is known simply, but aptly, as the Marksmen. The Marksmen have been going for a hundred years or

more, under several different Captains. As one Captain fell in battle or retired, the most senior surviving Marksman would assume leadership, and the regiment would continue. The regiment always recruits its soldiers from Miragliano, and returns to its home city every now and again to replenish its ranks and renew family ties. Any recruit must prove his marksmanship by shooting a bolt though the head of the Prince on a gold ducat. The coin is, of course, placed in the centre of a target set at a range of 300 paces! Once accepted, recruits hone their marksmanship to perfection with constant practice. Such is their success that Miragliano has fewer pigeons than any other city in Tilea and not that many cats or dogs either. The list of battles in which the Marksmen have won distinction and, needless to say, rich rewords in the Empire alone are too numerous to list! As well as fighting for the Empire, the regiment has served the Tsarina of Kislev and several Dwarf lord. On other occasions the Marksmen have fought on the same side as High Elves and have taken part in many overseas adventures.


CAPTAIN: Maximilian Damark MOTTO: We hit the right spot every time. BATTLE-CRY: Shoot! APPEARANCE: The Marksmen are typical of
veteran mercenary companies and wear a variety of clothing, armour, and equipment gleaned from the four corners of the Warhammer World. Many of the Marksmen wear a badge in their caps or hats, consisting of a tall feather and a pierced gold ducat. The feather represents the swift flight of the crossbow bolt (and it looks very fine too!). The pierced ducat is the very coin that the trooper must strike from 300 paces as a test of marksmanship before he is allowed to join the Marksmen. Maximilian Marksman

M WS BS S T W I A Ld 4 5 5 4 4 2 5 3 8 4 3 4 3 3 1 3 1 7

UNIT SIZE: 10+ EQUIPMENT: Hand weapon, light armour and

Marksmen: To join the ranks of the Marksmen potential recruits must first shoot a bolt through a coin at a range of 300 paces! Once accepted, the Marksmen continuously practice their long range accuracy until every member can regularly make such shots. This practice naturally has its uses on the battlefield as the Marksmen are able to accurately engage enemy units at long ranges and inflict severe casualties whereas other more poorly trained regiments will only score sporadic hits at longer ranges. The Marksmen of Miragliano do not suffer penalties for shooting at long range.

POINTS: Maximilian and nine Marksmen cost a total
of 175 points including a Standard Bearer and Musician. This is the minimum size of regiment you can hire. The regiment may be enlarged by adding extra models at a cost of 11 points each.


Even amongst the Dark Elves of Naggaroth, a nation renowned for its cruelty, ruthlessness and sadistic tendencies, Mengil of Clar Karond is particularly noted for his bloodthirsty nature. Such is his cunning and his gleefully murderous behaviour that many amongst the Dark Elves regard him as an unhinged killer. While most Dark Elves would happily slit the throat of any who got in their way in order to further their own political aims or gain more personal power so long as they could get away with it, Mengil kills for the fun of it, without care or thought of the consequences. On more than one occasion, he has slain allies merely on a whim, and many believe he has only a tenuous grip on his sanity. He is seen as dangerously unpredictable, and regarded with suspicion and distrust by other Dark Elves. Mengil‘s father, Kraal the Hearteater, was a cruel and powerful noble lord of Clar Karond, whose ruthless reputation ensured that none would dare to oppose him. He frequently set his sons tasks and trials as they were raised in order to weed out those he deemed too weak to carry his bloodline, and to test their loyalty to him. Those that failed his cruel tasks were slain without mercy, their hearts cut out and offered to Khaine. His youngest son Mengil was no exception, and he was routinely beaten and forced to fight his older brothers. In one such test, Kraal released a human captive, a powerful young Norseman, into the Black Forests outside of the dark city, giving the warrior weapons and a shield. The young Mengil was sent to hunt this human, and only once he returned with evidence of the kill would he be allowed back into the city. The favouritism that Kraal showed for his youngest and most vicious of sons was regarded jealously by his brothers, and on more than one occasion Mengil was forced to fight for his life against his brethren, killing two of his murderous siblings in one night. He ripped the skin from their bodies, and had their bloodied, skinless corpses delivered to his one remaining brother as a warning. When he was old enough, Mengil joined the ranks of the Corsairs of Clar Karond, and his rapid rise was tarnished only by his increasing viciousness and unpredictability. Where his superiors would have him conduct lightning quick raids, slaughtering any defenders and retreating with captives before a strong defence could be formed to counter-attack, Mengil would more often than not stubbornly refuse to retreat and strike at the larger defensive force. While his skill, ferocity and powerful leadership would often ensure that he was victorious, he would generally return with few slaves, for he took perverse pleasure in killing. Even those who gave up their swords Mengil would slay, rejoicing in the flow of blood, and often continuing to hack and cut at the bodies long after life had left them. He continued his practise of skinning his defeated foes, and his father‘s halls in Clar Karond were bedecked with these savage trophies, reaped from all over the world. Nevertheless, this was merely a slight blemish upon his otherwise praiseworthy name, and the fact that he would sometimes turn on an ally and brutally murder him in cold blood was seen more as an eccentricity than any kind of problem. Within half a century Mengil was himself leading the majority of raids launched from the Black Ark known as the Citadel of Spite. This was once a massive castle that guarded the south-western tip of the now sunken lands of Nagarythe before it was turned into a giant floating fortress by dark magicks. The Dark Lord of Clar Karond himself gave Mengil the honour of leading these assaults from the front, making him one of the youngest Slave Captains of any Clar Karond Black Ark. Over the next two decades, the Citadel of Spite became much hated by the High Elves, synonymous with despair and grief as it routinely raided Ulthuan‘s coast and shipping lanes, as well as raiding the coasts of Norsca, Bretonnia, Araby 44

Through the icy wilderness Mengil tracked his quarry, eventually coming face to face with the Norseman. His speed and skill with the blade was enough to overcome his larger and more powerful foe, and he rejoiced in the thrill of the kill, smeared blood across his face and he drank deeply from the powerful heart of his fallen enemy, before skinning the Norseman and eating his flesh. While in the wilds, he sharpened his teeth to points, making him look particularly fearsome. Mengil wore the bloodied skin as a cloak as he walked back into Clar Karond, earning him the respect of his father and the honorific title ‗Manhide‘.

and Estalia. Though the Black Ark did not often return with many living slaves once Mengil had done with them, the terror that his brutal raids spread was regarded as pleasing to his superiors. For a time, the Citadel of Spite controlled the entrance to the Tilean Sea, preying upon smugglers, pirates and merchants alike, and routinely slaughtering the villages to the south of Remas and near the pirate-city of Sartosa. While engaged on land on one of these raids, the Black Ark came under attack by swift moving Elven ships from Lothern, and the Black Ark was forced to retreat to deeper waters without Mengil. The captain of the Black Ark, who had seen his three predecessors slain in a mad rage by Mengil, decided not to return for the vicious warrior, and claimed that he was dead. Mengil and his men were stranded in Tilea. They made their way inland under the cover of darkness, moving into the forests and then into the southern Apuccini Mountains. After a season of preying indiscriminately on passing merchants and their hired guards, Mengil was approached by a wealthy warrior merchant from Verezzo. He struck a deal with Mengil, and thus began the Captain Alessandro fumbled to draw his pistol as he scrambled painfully backwards through the mud of the battlefield. His left leg was useless – two small, black crossbow bolts protruded from his bloodied thigh. His men were scattered around him, mostly dead or dying. The battle against the cursed rat-beasts had been going well, the cowardly things fleeing from the Knights of the Rose, Luccini‘s famed heavy cavalry, and Alessandro‘s crossbowmen had killed hundreds with their very accurate and disciplined volleys. Then his men had started dying. In confusion, Alessandro had ordered his men to turn to face this new threat, but none could be seen. Still more of his men fell to the unnervingly accurate bolts. Within moments, his regiment was scattering in confusion, and Alessandro himself fell to the ground, two bolts punching through the mail of his thigh. That was when the Dark Elves made their appearance, running from the dark copse of tall trees to hack at the Tilean mercenaries with massive, barbed blades. The darkness continued to swirl around them, as if it was reluctant to relinquish them from its touch. Already the butchery had begun as the cursed Elves began ripping the skin from the bodies of the captain‘s men. Alessando‘s eyes opened wide as a tall, elegant figure closed in on him, and he raised his pistol in a 45

Dark Elf's new career as a paid killer. He is often used by those who wish to make an example of the target, for Mengil takes savage pleasure in skinning his foes, often leaving the skinless bodies of his victims hanging from trees or impaled on spikes in the ground. For many years, he fought at the side of his old comrade, the renegade Dark Elf known as Ean Hawkbane, until Mengil gutted, skinned and ate him one night after a disagreement. Throughout the lands of the Old World Mengil has plied his trade, and his Dark Elves, known as the Manflayers, are rightly feared. They are employed as assassins and murderers, and are often used to eliminate rivals. Mengil took to the life as a hired killer with joyous abandon, and has even returned to Naggaroth several times where the Dark Lords readily employ him to eliminate their foes. On one such return to Clar Karond, Mengil repaid the captain of the Citadel of Spite for abandoning him those years before, and the story of that unfortunate Dark Elf ‘s demise is still told in dark tales. On occasion, Mengil‘s Manflayers will take to the field of battle, employed to infiltrate deep into enemy territory to spread terror and confusion. shaking hand. The Dark Elf tutted, shaking his head with a regretful sigh. The dark figure raised its arm and a small black bolt punched through Alessandro‘s bicep, forcing him to drop the weapon. Tall and pale, the stranger‘s grace and noble bearing belied the madness in his black eyes – eyes that held the promise of pain. He wore a bloody skin over his shoulder as a cloak, and Alessandro started when he recognised a tattoo on the skin as belonging to his employer. The Dark Elf closed on the Tilean captain, drawing a large, viciously barbed knife from its scabbard. "Don‘t worry. Your skin will soon be joining that of your benefactor," said Mengil, waving the knife menacingly. Alessandro fumbled at his belt, pulling out a bulging coin pouch, and offered it up to his killer. The Dark Elf chuckled. "It‘s not about the money, friend," he said, the cruel smile on his face exposing sharpened teeth. "I do this because I enjoy it." Mengil‘s eyes gleamed in the darkness as he slashed the knife across the Tilean‘s throat, and began to methodically and expertly draw the skin from his body.

CAPTAIN: Mengil Manhide MOTTO: Pleasure in killing. BATTLE-CRY: The Manflayers do not have a battlecry. They work in stealth to ambush their enemies.

TROOP TYPE: Infantry. SPECIAL RULES: Always Strikes First, Hatred
(High Elves), Skirmishers, Scouts, Poisoned Attacks. Murderous Prowess: Models with this epical rule reroll all To Wound rolls of a 1 when making close combat attacks. Flayers: Mengil and his Manflayers are cannibalistic killers that skin their foes and wear the flayed hide as cloaks. The regiment may never pursue enemies that they break in close combat – instead, they will flay those that have fallen, ripping their skin from their flesh. For each enemy unit that they break or wipe out in close combat they gain +100 Victory Points.

APPEARANCE: The Manflayers wear heavy black
armour, purple cloth and the skins of their foes as cloaks.

POINTS: Mengil and four Manflayers (including a
Standard Bearer and a Musician) cost a total of 220 points. This is the minimum sized regiment that you can hire. The size of the unit can be increased by adding additional Manflayers at +22 pts per model, to a maximum of ten additional Manflayers. M WS BS S T W I A Ld 5 6 6 4 3 2 7 3 9 5 5 5 3 3 1 5 1 8

Banner of Kalad (Magic Standard) Kalad was one of the black-hearted brothers of Mengil who showed great natural skill in the manipulation of dark magicks. Such a practice by males is outlawed by order of the Witch King, and Mengil took great delight in skinning his brother alive. He then had the skin attached to his personal standard. Such was Kalad‟s power that a nimbus composed of evil daemon-spirits constantly hovers around his flesh, keeping his essence alive in torment. These dark spirits form a cloak of perpetual darkness around the banner, allowing Mengil and his Manflayers to move unseen through the shadows and stealthily approach their enemies as well as making them difficult to see at a distance. Any unit wishing to target Mengil‘s Manflayers with shooting attacks suffer -1 to hit. This is increased to -2 if the Manflayers are more than 12" away from the shooters.

Mengil Manhide Manflayer

UNIT SIZE: 5+ EQUIPMENT: Hand weapons, repeater crossbows,
great weapons and heavy armour. Mengil himself carries a repeater crossbow-pistol instead of a repeater crossbow.

The repeater crossbow unleashes a hail of deadly darts. Using a sophisticated magazine and loading mechanism it is able to fire a volley of bolts in the same time it takes an ordinary crossbowman to fire a single shot. Range 24" Strength 3 Special Rules Multiple Shots (2), Armour Piercing

Mengil‟s specially designed crossbow-pistol is a light and flexible weapon, and extremely deadly at close range. Range 12" Strength 3 Special Rules Multiple Shots (3), Quick to Fire


The evil Count had us surrounded on all sides! We were cut off from the rest of the army, left with no choice but to fight to the last man against his Undead horrors. Yet as we steeled ourselves for this final battle, something strange happened. The Hobgoblin scouts the Count had hired started fighting his own troops. Seeing a chance for escape I led the charge…
Captain Detlef Veidt from his book „A Mercenaries life in the Border Princes‟ Far, far in the east, in the untamed steppes beyond the Dark Lands, lies the dominion of Hobgobla Khan- the greatest empire in the world. The subjects of Hobgobla Khan are Hobgoblins, a green-skinned race related to Orcs and Goblins. Hobgoblins are widely abhorred for their cruelty, wickedness and their appalling standards of hygiene. The armies of the great Hobgobla Khan are simply referred to as the Great Horde. When all the tribes under the Great Khan are arrayed for battle, the Horde is said to stretch from horizon to horizon. The subcommanders of the tribes are called Khans, each one commanding five hundred or more wolf-riding Hobgoblins. Oglah Khan was one of the vassals of the Great Khan, and enjoyed the green-skinned despot. His tent was as large as the hall of any human noble, and he owned a hundred wolves, making him a very wealthy Hobgoblin. In time of war he could summon six hundred spears to battle. Oglah fought in many battles for the Great Khan, and became widely known for his prowess in combat and his treachery - traits admired by all Hobgoblins. It seemed that he was destined to become one of the most influential warlords of the era. Oglah Khan's fortunes changed during the infamous Battle of Xen-Tu, where the Hobgoblins clashed with the Cathayans of Emperor Pu-Yi. When Hablo Khan, the commander of the Hobgoblin contingent, was killed by the Emperor's ChampionTong Po, many of the Hobgoblins fled, believing that all was lost. Oglah Khan, on the other hand, immediately switched sides and led his ladz to battle against his kinsmen. All was going well until the main Horde of Hobgobla Khan arrived. They outnumbered the Cathayans more than a hundred to one and crushed them swiftly. Oglah Khan turned tail and fled from the wrath of his ruler. Oglah Khan and his tribe were declared outlaws and banished from the Hobgoblin lands. With no other place to go, Oglah Khan and his ladz headed west, to the Old World. Following the Silk Road he arrived in the Dark Lands and immediately enlisted in the army of Black Orc Warlord Gordug Smasher. Gordug was


determined to raid the lands of Tilea, but at the Battle of Long Knives he suffered a catastrophic defeat as Oglah Khan switched sides during a crucial moment of the battle. The Tilean general Giovanni Giuliani rewarded Oglah Khan generously, and hired the Hobgoblins to act as scouts and skirmishers in his army. Since those times Oglah Khan has served as a mercenary under many generals, and acquired quite a name for himself. Through only few of his original six hundred warriors have survived, they are now battle hardened veterans and much in demand. Hobgoblins are excellent archers and ferocious in hand-to-hand combat, so there is only one thing a general must consider when hiring them… will they stay loyal?

Treacherous Gits: Unlike other Greenskins, Oglah Khan‘s Hobgoblins are not subject to Animosity. Instead they test for Treachery at the beginning of each of your turns. Roll a D6. If you roll 2 or more, the unit has passed the test and may fight normally. If the dice roll is 1 then the unit has been affected by Treachery. To determine what the unit does roll a D6 and consult the table below. Note that you do not need to test if the Hobgoblins are already engaged in hand-to-hand combat, less than 5 models or fleeing. D6 1 Result Traitor! Oglah Khan decides the battle is turning for the worse and his services will be better served fighting for the other side. The Hobgoblins halt and shoot at the nearest regiment in their own army! Turn the Hobgoblins towards the unit and resolve the shooting immediately. Note that shooting due to Treachery is worked out before normal shooting. The Hobgoblins do nothing else this turn. If there isn't an eligible victim, the Wolf Boyz will Stay 'Ere instead (see below). We Stayz ‘Ere! The Hobgoblins refuse the shoot or charge the enemy, though otherwise they may act normally. Hiiyaaarrghh! The Hobgoblins decide to fight till the bitter end! The unit unleashes their battle-cry and launch themselves at their foes, immediately moving D6‖ towards the nearest visible enemy. If no enemy is visible, they instead move directly forwards. If this move takes the unit into contact with an enemy, they count as charging. An enemy unit charged in this way may only choose to hold or flee as a charge reaction.

CAPTAIN: Oglah Khan MOTTO: You payz, we slayz! BATTLE-CRY: "Hiiyaaarrghh!!!!" – the traditional
battle-cry of these warriors from the steppes. The meaning is obscure, most likely to be offensive and illegal. 2-5

APPEARANCE: Unwashed, shifty and wicked.
Oglah Khan and his boyz wear furs and exotic scale armour, as well as spiked helmets. They carry a black wolftail standard to battle, proclaiming that they do not come in peace. 6

POINTS: Oglah Khan and four Hobgoblin Wolfboyz
including the Standard Bearer and a Horn Blower cost a total of 175 points. This is the minimum size regiment you can hire. The size of the regiment may be increased at a cost of +16 points per additional Hobgoblin. M WS BS S T 4 5 5 4 4 4 4 3 3 3 9 3 0 3 3 W 2 1 1 I 5 2 2 A 3 1 1 Ld 7 6 3

Pelt of Wulfag (Enchanted Item) Wulfag was a legendary giant wolf, the steed of Khengai Khan, the founder of the Hobgoblin empire. Now it is strapped on the shoulders of Oglah Khan. The pelt was a gift from the Great Khan when Oglah still enjoyed the favour of the Lord of the Steppes. The Pelt carries an ancient blessing of the Hobgoblin Shamans, so that no enemy who turns his back on the Hobgoblins can escape alive. It invigorates the bearer, allowing him to ride faster than normally possible. When able to pursue a broken enemy, the Wolfboyz must always do so, and they can add +D6 to their pursuit move.

Oglah Khan Wolfboy Giant Wolf

UNIT SIZE: 5+ EQUIPMENT: Hand weapon, spear, bow, light
armour and shield.

TROOP TYPE: Cavalry. SPECIAL RULES: Fast Cavalry.
Ded Shooty: The constant wars of the hobgoblins and the experience gained in fighting in the lands of the east have allowed them to excel at mounted archery. Oglah Khan and his Wolfboyz do not suffer the usual -1 to hit penalty for moving and shooting or choosing Stand & Shoot as a charge reaction.


And as the Skinks sank back into the swamp in defeat, Lord Xtloli instructed his Temple Guard to attack once more. This time a cloud of shards from the plunderers' machines slung our warriors like a cloud of enraged hornets and they too were forced to retreat.
Skink Scribe Manquixipolata on the battle against Pirazzo's Lost Legion Pirazzo‘s Lost Legion is all that remains of the expedition sent to Lustria by the merchants of Tobaro. The regiment was one of three recruited in Tobaro from among the reckless and povertystricken youths of the city. The promise of untold wealth to be found in the jungles of Lustria was a temptation none could resist and they joined the colours in droves. Fernando Pirazzo was hired to command one of the regiments. Although young, he was already an experienced mercenary captain skilled in the art of war. Before the expedition embraced, he trained his men in the use of both pike and crossbow, the two traditional weapons of Tilean mercenaries, foreseeing the conditions that the regiment would encounter in the jungles of Lustria. No sooner had the expedition arrived in Lustrian waters than it ran into trouble. When all the mercenaries had disembarked, the sailors of the ships, who were also mercenaries, weighed anchor and abandoned them, taking the pay chests of the three regiments with them. Of course, as a precaution against an opposed landing, the pay chests had been left to last! Pirazzo had advised against this, but had been outvoted by the other two captains. Now the mercenaries realized that he was by far the best leader and the other two regiments mutinied. Their incompetent and unfortunate captains were cast adrift on rafts in the mangrove swamps and the mercenaries joined together as a single regiment under Pirazzo‘s command, calling themselves the ‗Lost Legion‘. Everybody knew that obeying Pirazzo‘s orders was their best hope of survival, and so no one objected when he insisted that the troops remain encamped on the coast until everyone was trained to use both pike and crossbow. After several weeks all the bad elements among the stranded mercenaries were either dead, executed or had split off into the jungle, to their inevitable doom, in small groups. The rest were all trained to Pirazzo‘s exacting standards and all men he could rely on to obey his orders. Now he was ready to lead them into the interior to adventure, riches or death! After a grueling march, the Lost Legion came upon some Lizardmen ruins. Cautiously they entered the ruined city and soon found gold and gems in various vaults and chambers. As the mercenaries were marching out again, laden with treasures, the Lizardmen launched a series of ambushes on the causeways and amid the spawning ponds of the ruined city. Thanks to Pirazzo‘s foresight in training his men to use crossbows and pikes, none of the enemy could get at the regiment in enough numbers to force them off the causeway. Their first ambush met with a hail of crossbow bolts, while the second ran into massed pikes. In the afternoon, the Skinks met with crossbow volleys again and later the Saurus were repulsed by the pikes. The losses among Skinks and Saurus were terrible and soon the ponds were choked with scaly corpses. Just when heat, thirst, and fatigue were almost beyond endurance, the Mage Priest called off the attacks. The enemy seemed to have the answer to both his skirmishers and his shock troops and so he had to think of more cunning tactics. In the pause, Pirazzo found himself considering the possibility of striking a deal with the Mage Priest to serve him as a mercenary and ultimately to return home rich. It was strangely as if the idea had been put in his mind from somewhere else.

Do you want riches beyond your wildest dreams?

(Trained in Lustria)

Recruiting now at the sign of the Upturned Halfling.

We know where the gold is!


Quickly he ordered his men to put down their loot and retreat along the causeway. He was obeyed without question, though it broke the men‘s hearts to abandon the gold! The regiment marched back into the ruins and made camp in the plaza to await events, although Pirazzo did not know what to expect. When the sun rose, the sentries were amazed to see not only the piles of treasure returned to the mercenaries, less the biggest and best tablets of gold, but also heaps of food and great gourds of refreshing water. The plaza was lined with Saurus warriors, permitting only one way out of the ruins: to the south. The Lost Legion took the loot, the supplies and the road appointed for them. The legion marched for many weeks to the south. They did not encounter any more cities, but did find further piles of supplies along the route. Eventually they entered an eerie landscape full of fetid swamps. Here they were attacked by the Zombie hordes of the Vampire Coast. Now it was clear that the priests had sent Pirazzo against their most dreaded enemies. The Lost Legion fought valiantly and defeated the Undead wherever they met them. At last they reached the sea. Here the mercenaries filled their knapsacks with treasure from shipwrecks which they found scattered along the coast. Then, taking the best timbers, they repaired the most seaworthy of the decaying hulks and put to sea. Just when the hulk was on the verge of sinking, Pirazzo sighted land. It was the coast of Araby. Not long after the Lost Legion marched inland, they were hired by one of the emirs of the corsairs who were afraid of what Pirazzo and his men might do if he didn‘t hire them. Since then, Pirazzo‘s Lost Legion has fought its way across Araby, Sartosa, and into Tilea once more, serving many masters, winning great wealth and recruiting the reckless and adventurous to the regimental banner.

POINTS: Pirazzo and four troopers including
Standard Bearer and Musician (these five models are armed with crossbows), plus five troopers armed with pikes, cost a total of 140 points. This is the minimum size of unit you can hire. The regiment may be increased by adding extra Crossbowmen at a cost of 8 points each and extra Pikemen at a cost of 6 points each.

Pirazzo Legionnaire

M WS BS S T W I A Ld 4 5 5 4 4 2 5 3 8 4 3 3 3 3 1 3 1 7

UNIT SIZE: 10+ EQUIPMENT: Pike or crossbow (see special rules
below) and light armour. Pirazzo is equipped with two hand weapons, a crossbow and heavy armour.

Mixed Formation: The forward ranks of Pirazzo‘s unit are always made up of crossbow-armed figures, and all Crossbowmen must be placed as far forward as possible. The subsequent ranks are entirely made up of Pikemen. During the game, remove casualties from the back as normal. It is assumed that the pike-armed models step forward and discard their pikes to pick up the crossbows of the fallen first and second rankers. Only when all Pikemen have been killed, can casualties be taken from the Crossbowmen.

CAPTAIN: Fernando Pirazzo. MOTTO: Trained in Lustria. BATTLE-CRY: Death or riches! APPEARANCE: The regiment wears polished brass
armour, green uniforms and green crests. They wear their hair long.


No, no, they didn‟t look dangerous, more like a bunch of rich kids out to show off their new armor. Very flashy they were, all gems and silk. We‟ll have a bit of fun we thought. Easy pickings, we thought. Well anyone can make a mistake. Poor old captain Malvino, last mistake he ever made...
Overheard in the Old‟ Pig and Whistle, Marienburg

The Republican Guard was raised in Remas by a group of rebellious merchants during the time of disastrous famines and widespread revolts that preceded the birth of the Republic. The regiment played a leading part in overthrowing the tyrannical Merchant Prince of Remas, the notorious Omilo Mondo. It was upon one of the Guard‘s pikes that Mondo‘s head was paraded around the city to the drunken applause of the mob.

Fat Merchant: I propose that Citizen Ricco be put on trial for misappropriating the revenues of the Republic and executed without delay. Another Fat Merchant: Well said, Citizen Rotundo! I second that proposal and further move that the Republican Guard be disbanded - they cost too much! [General nods of approval] Young Noble: Citizens! What ingratitude to the one man who has saved the Republic. Fat Merchant: Who said that? Put that man's name on. a fist! I move that we vote on the matter without further ado. Old Veteran: Wait! You can't do that. There isn't a quorum of Citizens present in the Council Chamber. [Enter Captain Ricco with a number of men] Fat Merchant: Hail brave Captain Ricco, saviour of the Republic! We were just talking about you...

The revolt involved a great deal of vicious street fighting, in which no mercy was shown by either faction, and none asked for either. Several captains of the Republican Guard fell in quick succession, often shot in the back by Mondo‘s henchmen who concealed themselves on the rooftops or high up in the bell towers surrounding the palace. In the thick of battle a common soldier by the name of Ricco, known as ‗Ragged‘ Ricco because of his torn and bloodied clothing, assumed command. He seemed blessed by the war-goddess herself and survived even the bloodiest hand-to-hand combat, despite fighting at the forefront of battle. With the Republic firmly established, the regiment was showered with praise and honours… if not much actual cash. Their bandaged wounds and numerous scars gave the young Guardsmen plenty of opportunity to talk about their courage in battle! The ladies of Remas proved very sympathetic to the poor wounded soldiers, listening attentively to their tales of bravery and derring-do as they tended their wounds. The Guardsmen felt justifiably proud of their torn and bloodstained uniforms and the bandages that proved what fine fighters they were! Another good reason for their rough appearance was that the impoverished new Republic could not afford much for their loyalty, and pay was usually well in arrears! Desperate to bring in some hard cash ‗Ragged‘ Ricco led the Republican Guard in search of employment in other Tilean cities. The Guard fought well and always made sure they were promptly paid by threatening to mutiny! Since they were far better fighters than any other regiment in the army in which they happened to be serving, the cash was forthcoming in large amounts, with a handsome share of any booty on top. The reputation of the regiment grew steadily and attracted new recruits from all over Tilea, usually strong young peasant lads fed up with tilling fields for rich land owners. ‗Ragged‘ Ricco tramped the length and breadth of Tilea and helped the citizens of many embattled cities to assert their rights

against tyrants and oppressors. When the news of the regiment‘s success reached the ears of the Republican Council they immediately sent for Ricco. They felt that as a citizen of Remas, leading a regiment raised by pro-republican merchants, he owed them a share of the wagonloads of gold and spoils of war won by his pikemen. Back in Remas, Ricco and the Republican Guard soon fell out over the share out, and Ricco ordered several wagons of loot to be taken out of the city under cover of darkness. When the council found out, they voted Ricco‘s execution by a majority of one. Ricco‘s loyal soldiers, who had fought side by side with him in many heroic battles, were in no mood to stand by while their beloved captain was chopped into tiny bits and impaled on the leaning tower of Remas! The regiment promptly rescued Ricco from his dungeon in the tower, routing all troops sent against them (which outnumbered them ten to one) in the process. With Ricco at their head, the regiment marched out of Remas with their loot. The citizens cheered them from the rooftops, and a few tears were shed by the ladies of Remas who threw silken scarves and handkerchiefs which the troopers tied about their arms and helmets as a memento of the hospitality they had enjoyed. They marched out from Tilea to Sartosa and travelled over the sea to Estalia, Bretonnia, the Empire, Kislev, and the beleaguered Border Princes, where the regiment has continued to win fame and renown ever since.

POINTS: ‗Ragged‘ Ricco plus nine Pikemen,
including a Standard Bearer and Musician, cost a total of 160 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Pikemen at a cost of 9 points each. M WS BS S T W I A Ld 4 5 5 4 4 2 5 3 8 4 4 3 3 3 1 3 1 7

Ricco Guard


CAPTAIN: ‗Ragged‘ Ricco. MOTTO: Ricco‘s Republican Guard. The Price of

EQUIPMENT: Pike and full plate armour. Ricco is
equipped with two hand weapons and full plate armour.

TROOP TYPE: Infantry.

BATTLE-CRY: Liberty! Equity! Liquidity! APPEARANCE: Ricco‘s Republican Guard wear
ornate, polished full-plate armour and red crested helmets. They have bloodstained bandages tied around their arms, legs or heads – badges of courage of which they are justifiably proud! Such is their popularity that they also wear numerous silken scarves donated by adoring ladies in grateful acknowledgement of their services. Their armour is the best that money can buy, embellished with gems and gold plate, which is the ideal way for a soldier of fortune to look good and carry his wealth close to him.

In the Republic of Remas all Citizens are equal - anyone who's too tall has his head chopped off, and anyone who's too short gets stretched.
Popular saying 52

Ruglud Bonechewer is a powerful and wealthy Orc mercenary who sells his services all across the known world, from the treacherous Badlands in the south up to through the realm of the Boarder Princes and throughout the mountains surrounding the Empire. Rumours suggest that even the Empire itself has hired his services on occasion. Ruthless to the core, Ruglud's only loyalty is to himself and he has been known to change sides during battle if offered more payment and, more importantly, more opportunity to loot and pillage. Over the years the band has equipped itself with a motley assortment of equipment, stripping scraps of armour from countless defeated foes, and always taking the crossbows and bolts that they prize so highly. Ruglud Bonechewer was once a mighty Orc warlord, leading the Crooked Eye tribe to countless victories. Uniting the local tribes, his army stormed through the Grey Mountains and the World's Edge Mountains. He staged numerous successful raids on Dwarf strongholds and Empire towns, as well as upon various Goblin tribes that refused to grovel before him. Ruglud suffered one devastating defeat, many miles to the east of the Old World, and in that defeat he also lost his position as warlord of the Crooked Eye. Caught in a cunning and well implemented ambush by a powerful Chaos Dwarf force, his tribe were cut down in the hundreds by the withering hail of missile fire that the Chaos Dwarfs sent into their midst. The Orcs return fire was unsurprisingly inaccurate. The heavy armour worn by the Chaos Dwarfs deflected the few arrows the found their targets. As Ruglud fled, many of his tribe turned on him, blaming him in typical Orcish manner for the defeat. Ruglud bullied a small group of Orcs into staying by his side and fled with them to the south, pursued by arrows and insults of his former tribe. They came across an ancient, seemingly impenetrable stronghold built into the mountainside. It appeared to be deserted, and the superstitious Orcs cowered at the sound of the wind howling over its blackened battlements. As they picked their war around the huge boulders at the base of the stronghold walls, the smallest member of the group, the runt known only as "Maggot", tripped and fell. Ruglud blinked in surprise, for the Goblin had disappeared from sight. Moments later, he stuck his head through a hole in the ground, exclaiming that he had found a tunnel. The Orcs refused to enter the tunnel, scared of the "bad sprits" that inhabited the stronghold. Ruglud pushed the Orcs aside roughly, determined to show them that he was not afraid. Besides, he thought, there might be something looting inside. Ruglud grabbed Maggot by the scruff of the neck, forcing him to walk in front of him into the low tunnel. They came upon a scene of devastation, the aftermath of a titanic battle in the tunnels and grand halls of what must have been a Dwarf stronghold. Dwarf bodies lay strewn across the floors in the unbelievable numbers, and at first it looked to Ruglud as if the dwarf had been fighting each other. As he looked closer at the bodies, he saw that some were the Chaos Dwarfs that he had suffered his great defeat against. Bloodied armour and weapons were scattered across the stone floor. At Ruglud's feet lay a Dwarf crossbow, which he picked up absently in one huge hand. His gaze lingered on the weapon as a sizable lump of masonry suddenly fell on his thick head, and a moment of inspiration washed over him. The unexpected thought filled his cunning Orcish mind: "If ya can't beat em, join em!" He began to strip the armour of the Dwarf bodies, haphazardly strapping the plates to his oversized frame. Climbing out of the hole, he stood before his Orc followers who fell back before him. With a strange, determined look in his eyes, he growled at the Orcs: "We'll show 'em how it's done." Thus Ruglud's Armoured Orcs were formed, the only known band of Orcs to implement the combination of armour and crossbow. They are still disliked and distrusted by other Orc tribes, but their fighting qualities are grudgingly accepted. Wherever the band travels, it fights for gold and for food, and for the chance to strip the enemy of anything worth taking.

CAPTAIN: Ruglud Bonechewer. MOTTO: "We'll show 'em how it's done." BATTLE-CRY: ―Gobbos fer dinner! Gobbos fer tea!
Gobbos when u want ‘em! Gobbos for me!‖ (Note: the Orcs will substitute the word ‗Gobbos‘ with something appropriate to the occasion, eg, ‗Stunties‘, ‗‘Umies‘ or ‗Ratsies‘.)

APPEARANCE: Ruglud and 'is ladz wear heavy
armour made from scrap found on the battlefield, including breastplates and shields, which they have strapped to their arms and upper body for protection.


POINTS: Ruglud, Maggot, a Musician and seven
Armoured Orcs cost a total of 190 points. This is the minimum size regiment you can hire. The size of the regiment may be increased at the cost of 10 points per model. M WS BS S T 4 5 3 4 5 4 4 3 3 3 4 3 3 3 4 W 2 1 1 I 3 2 2 A 3 1 1 Ld 8 6 7

Maggot: Maggot the Goblin accompanies Ruglud wherever he goes, acting as his standard bearer. He has survived countless battles and is regarded as a lucky mascot. His presence encourages the Orcs to fight all the more fiercely. The banner that Maggot enthusiastically waves adds +2 to combat resolution rather than +1. Animosity: Ruglud‘s Orcs suffer from Animosity like any other Greenskin unit, and must test each turn so long as the unit is not engaged Close Combat, is not fleeing, and numbers at least five models. In the Start of the Turn phase roll a D6 for Ruglud's Armoured Orcs — on a 2+ the unit passes the test and moves/fights normally this turn. On a roll of 1 the unit fails the test. To determine what happens, roll a D6 and consult the table below: D6 1-2 Result Let’s show ’em what these crossbows can do! Ruglud‘s Armoured Orcs shoot at the closest unit, friend or foe. All models in the unit can fire without movement penalty at the nearest target in any direction, ignoring the usual restrictions for line of sight and fire arcs – this is an exception to the normal rules for shooting. The shots are worked out immediately, not in the Shooting phase, and the models themselves are not moved. The unit cannot do anything else that turn. If there are no units within range, the unit Squabbles instead. Squabble. An internal squabble amongst the ranks soon grows into a minor riot with fists and curses flying. This throws the unit into disorder and prevents all moving and shooting this turn. The unit can do nothing this turn, while Ruglud cracks heads together to restore order.

Ruglud Maggot Armoured Orc

UNIT SIZE: 10+ EQUIPMENT: Choppa, crossbow and heavy

Ignore Greenskin Panic: Ruglud and his Armoured Orcs have great disdain for their own kind. When a friendly Greenskin unit is destroyed, breaks or flees past their unit, Ruglud and his Orcs (including Maggot) do not need to test for Panic. Choppa: Ruglud‘s Armoured Orcs carry brutal cleavers and clubs, and add +1 to their Strength in the first round of combat. (Note that Maggot does not carry a choppa, just a normal hand weapon).



Ruglud was pleased. He had heard rumours of much activity on the other side of the great mountains, and had managed to bully the Black Spider tribe into hiring his services when he heard they were making the journey. Ruglud and his mercenaries had travelled beneath the great mountains with the tattooed Goblin tribe, though the forest-dwellers disliked being so far beneath the earth. The superstitious Goblins had cowered at the slightest noise in the darkness, and stared in wide-eyed, bewildered wonder at the crossbows strapped to the backs of Ruglud and his company. Since emerging into the twisted forest on the other side of the mountains, the fighting had been almost constant. The crazed Goblin Shaman Stikrit had paid Ruglud well. giving him first pickings of the bodies. And there had been lots of bodies in the last week. A savage, braying roar echoed beneath the dark canopy of trees. Ruglud slapped a crossbow bolt into place, his huge hands working the mechanism with surprising dexterity. His massive frame was covered in scraps of armour stripped from defeated foes: some pieces were black and spiked. others were painted in coloured lacquer, while still other pieces were long rusted. Attired similarly in an assortment of mismatched armour, the Orcs around him mirrored his actions, readying their crossbows. Dark, hunched shapes raced through the trees towards the lines of Goblins. Cloven hoofs pounded the wet soil as twisted Beastmen ducked under branches and leapt over fallen logs. Their faces were contorted masks of brutish hatred, lips flecked with foam curling back to expose sharp teeth. Tall horns rose from their brows, and they carried huge, crude axes in their hands. Maggot, the small Goblin that stood at Ruglud's side, looked up at the large Orc. "Third lot this week. Good for business, eh boss? " Ruglud merely grunted in response. The Black Spider Shaman Stikrit turned his gaze towards Ruglud. His eyes were glazed behind the spider tattoo covering his face, a result of self-induced toxins racing through his body. "Kill them." the Shaman stated flatly. Ruglud grinned menacingly at the Goblin leader, huge broken teeth protruding at all angles from his maw, and swung his crossbow up towards the rapidly approaching Beastmen. A bolt sliced through the air from the crossbow of one of the Orcs, embedding itself harmlessly in a tree. "Not before my signal!" bellowed Ruglud, turning and punching the Orc in the face with a huge, balled fist. Grumbling, Ruglud raised his crossbow once more, squinting one eye to focus on one of the approaching creatures. a twisted beast with bloody, swirling patterns painted on its fur. As the Beastmen got rapidly closer, the drugged Shaman looked at Ruglud in alarm. Concern for his personal well-being pushed through the mind-altering toxins that coursed through his veins. Ruglud's large, fleshy tongue protruded from the side of his mouth as he concentrated on his target. "Nail 'em!" Ruglud shouted at the last moment. A flurry of black bolts hurtled through the air, many thudding into trees along the way, but still more finding their mark. The first wave of Beastmen fell to the ground, their cries of pain sounding strangely Human. The target Ruglud himself had

picked out rolled on the ground, blood frothing around the bolt protruding from its throat. Waving a bundle of bones wrapped in hair, the Shaman screeched an incantation. A pair of Beastmen running towards him fell to the ground as if pole-axed, blood pouring from their cars and broad noses. As his vision shifted and shimmered before him. Stikrit grinned maniacally at the feeling of power, and spittle dribbled down his chin. The Orcs quickly began to load more bolts in their crossbows as another herd of Beastmen raced towards them. The smell of blood seemed to drive them into a frenzy, and they leapt, snorting and bellowing, over their fallen comrades. On either side of Ruglud's Orcs, the Beastmen had reached the lines of Goblins, and had begun to butcher the diminutive Greenskins, axes rising and falling in brutal, bloody arcs. Shaman Stikrit smiled to himself, pleased that he himself was standing with his Orc hirelings. Great black spiders dropped from the darkened canopy above, tattooed Goblins clinging onto their bristling backs. They fell on the Beastmen, latching into their muscular forms with spindly black limbs before biting downwards with vicious, venom-coated fangs. Ruglud and his Orcs loosed another volley of bolts into the chaotic mass of creatures. At such close range, many of the barbed crossbow bolts punched right through the unarmoured bodies, and another line of the foul beings fell screaming into the undergrowth. Ruglud noticed that the creatures were not all the same, as he had first thought. Some of them did not look like beasts at all, but more like Humans. albeit particularly malformed ones. One of them had a series of barbed tentacles sprouting from its bare chest, each one writhing uncontrollably, making Ruglud feel oddly queasy. The creature's face was a mask of agony and despair. "Get 'em!" roared Ruglud. His Orcs needed no encouragement, and they swung their crossbows over their shoulders, drawing their crude but brutally effective cudgels and cleavers. They leapt to meet the Beastmen and mutants head on, and the two forces clashed with terrible force and savagery. Ruglud swung his huge blade with immense power behind the blow. The weapon sank deep into the shoulder of a heavily muscled creature, nearly severing the limb. He bashed his crossbow, held in his left hand into the creature's fact. Before it had a chance to retaliate, Ruglud pulled his blade free, and swung it again, this time backing deeply into the creature's neck. The Orcs and creatures of Chaos exchanged blows, both groups ignoring injuries that would have instantly felled a Human. Blood flowed freely, the Orcs relishing the fight against such tough opponents. Almost as tough as Orcs, Ruglud thought with grudging respect as he hammered another opponent to the ground with several powerful blows. Through the press of bodies he could see a large shape pushing to the front of the fighting. The Beastmen and mutants drew back from this figure and lowered their gaze as it passed. This new enemy wore a heavy fur cloak over completely enclosed, ornate black armour. A pair of wickedly curved, serrated swords were held firmly in black gauntleted hands. Ruglud stared at the warrior's finely wrought armour in wide-eyed greed. ‖Dat one's mine!"


By Grungi! Great value for money, these Lizards. They fight for only a couple of mere strips of gold!
Dwarf Lord Borik, on hiring Tichi–Huichi‟s Raiders.

reached maturity and came out upon the land to bask. He could see that they were of the greater crested kind, the sort who could master the Cold Ones. This thought gripped the mind of TichiHuichi and he went to look in the dark caverns deep below the ruins. His expectations were correct and a symbiotic spawning had occurred here as well. The eggs had hatched and the tiny Horned Ones, a rare race of Cold Ones, bore similar markings to the Skinks. It was certainly the will of the Old Ones that these spawnings should occur at the same time. A few years later Tichi-Huichi had trained the rising generation of Skinks in all the lore of Enxilada that he knows that he knew. They looked upon him as their mentor and leader. Over the same time the Horned Ones had grown to full size and already the Skinks were taming and riding them. It happened almost naturally, the empathy between the species was preordained. One became master to the other. On the five thousandth cycle of the sun, at the equinox of Topec, on the meridian of the Serpent Star a spawning occurred in the sacred pools of the ruined temple Enxilada. All sacred plaques which might have predicted this spawning had long since been destroyed. The temple was remote from the city of Zlatlan in the South Lands and had been abandoned for a long time. No Slann Mage-Priest had turned their minds in this direction for many years and the spawning went unnoticed. Indeed it was a sporadic spawning, evoked purely by the unusual portents and astral conjunctions. It was perhaps the mysterious will of Sotek. Only one mature Lizardman was there to witness the spawning. It was Tichi-Huichi. He watched over the ruined temple and chanted the salute to the sun as it rose every day. He was the last Enxilada, all others having perished years ago from a mysterious pestilence. Tichi-Huichi saw that the markings upon the Skink spawn in the sacred pools were good. They were indeed favored by the gods. He felt somehow privileged and chosen for such a thing to occur in his time. He watched as the tadpoles 56 It was at this moment that the mind of the Slann Mage-Priest in faraway Zlatlan focused on Enxilada. Profound thoughts were evoked within the alert mind of Tichi-Huichi. Now his purpose became clear. His duty to the Old Ones was to lead the chosen regiment that had been spawned by their will. It was the season of monsoon. In the fetid, steamy nights that followed, Tichi-Huichi was troubled by dreams. He perceived faraway places, and strange races and creatures. In their midst he became aware of the presence of great treasures- potent talismans of the Old Ones, things which had been looted from Enxilada and other places, sacred artifacts which the Old Ones desired him to bring back. Now Tichi-Huichi knew his mission and the purpose of the spawning. His destiny was clear. It was he who had been chosen to go out into the wider regions to find and bring back the relics that the Old Ones had revealed to him. Following his instinct and allowing the thoughts of those greater then himself to direct his plans, Tichi-Huichi set out, leading his fine regiment of Cold One Riders. They had not been idle during the monsoon. They had mastered the techniques of riding and fighting

from Cold Ones. It had come upon them as if by instinct. Instruction had hardly been necessary. On encountering the first settlement of 'new ones', who happened to be a nomadic tribe of Arabians, Tichi-Huichi remained enigmatic, seeking only to follow the current of events unfolding before him by the will of the gods. The Arabian Sheikh, awestruck at the sight of a real Al Saurim before his very eyes, seemed eager to hire Tichi-Huichi's regiment. Many treasures were cast upon the sand before him, but he merely blinked his yellow eyes at their brightness in the glare of the sun. Then he caught sight of a sacred talisman that he had seen in his dream and let out a rasping croak of delight. The Sheikh laughed and gave it to Tichi-Huichi. A deal had been struck. The regiment rode with the Arabians on many raids into the land of Nehekhara. Tombs were pillaged in the outlying necropolises of that desolate land. Then came the day when Skeleton warriors rose up from the sands and then slew the Arabians to the last man, but Tichi-Huichi's Raiders fought them to a standstill in the scorching sun. Then the Liche Priest raised his staff and stayed the Skeleton warriors. He brought out a bundle of rags and unwrapped the object concealed within. TichiHuichi saw the sacred plaque of his second dream.

Tichi-Huichi signalled for the standard to be dipped. The priest understood. The quarrel was ended and instead, Tichi-Huichi was recruited into the army of the Tomb King, who sat enthroned within his pyramid and seemed to be animated with an inspired thought, as if from afar. There followed years of fighting along the northern margins of the desert. Dwarfs were the quarry. They were easily pursued and caught as the vainly tried to escape, laden down with plunder. One day, Tichi-Huichi pursued for several days and ventured too far. The Dwarfs were standing ready to die, and there was an uneasy pause before the last charge. Then Tichi-Huichi saw a statue of the monkey god out of a rucksack of a Dwarf. A well-aimed dart struck the strap, and the bag fell open. The golden statue tumbled out. As the Dwarf struggled to gather up his ill-gotten loot, his lord's hefty, hob-nailed boot imprinted itself upon his round behind: "Leave it, Grongi!" he snarled "It's our only chance, lad!" The Dwarfs edged back and Tichi-Huichi signaled forward a Skink to recover the sacred statue; the one revealed in his third dream. The Dwarfs warily turned and began to march away, shadowed at a distance by the Skink Cold One Riders.


So it went on to this day. The Dwarf Lord of Barak-Varr, in a strange meeting in which the Dwarf Lord believed he was advised to hire the Skinks by a long-dead ancestor, hired TichiHuichi. Even so, the bargaining had been long, but three gold plaques had done the trick better than a massive chest of gems. Strange creatures these Lizardmen, thought the Dwarfs, but great value for the money! And so a Dwarf would think! One who was accustomed to valuing gold by its weight alone; a creature ignorant of the intentions of the gods; one for whom sacred plaques are just so much metal to get melted down! Did they not know that the Old Ones wrote on gold only because is imperishable! And so Tichi-Huichi's Raiders fought against Orcs and Goblins. Then they were hired them in their turn, serving Goblin chiefs who were convinced that Mork or Gork or both had inspired them. They fought battles and regained many more lost relics. With every change of the fortune, a sacred artifact appeared. Though the masters he served might flee or be wiped out utterly, strangely Tichi-Huichi's Raiders were still there at the end of every battle. Mysteriously their foes always saw the wisdom of hiring them, and the futility of a fight in which the Skinks would slaughter many before dying themselves. Without knowing a word of mannish or Orcish or Khazalid or Elvin tongue, a deal was always struck. Were the thoughts of their foes directed by some greater mind, enthroned upon a pyramid temple in Zlatlan perhaps? Inscrutable are the ways of the Old Ones!

POINTS: Tichi-Huichi and four Skink Horned One
Riders including a Standard Bearer and Musician cost 185 points. This is the minimum unit you can hire. The regiment may be increased by adding more Skink Horned One Riders at +20 points each. M WS BS S T 6 4 5 4 3 6 2 3 3 2 8 3 0 4 4 W 2 1 1 I 6 4 3 A 3 1 2 Ld 7 6 5

Tichi-Huichi Gt. Crested Skink Horned One

UNIT SIZE: 5+ EQUIPMENT: Hand weapons, spears and shields. TROOP TYPE: Cavalry. SPECIAL RULES: Fast Cavalry, Scaly Skin (6+),
Poisoned Attacks (Skinks only). Cold-blooded: Skinks are cold-blooded and slow to react to psychology. Roll three dice when testing against Leadership and choose the two lowest scores. Horned Ones: Horned Ones cause Fear and give their rider +2 to their Armour saves in place of the usual +1 for mounted troops. Blessed by the Old Ones: Tichi-Huichi and his Skink Cold One Riders enjoy the special favour of the Old Ones. They belong to a portentous spawning, brought forth for a mission devised untold millennia ago, and consequently a mysterious aura of protection pervades the regiment. A strange, tropical fatigue descends on the foe, securing Tichi-Huichi‘s chance to get away. Enemies will never pursue Tichi-Huichi‘s Raiders if they beat them in combat. On a Mission from the Gods: Tichi-Huichi regularly has dreams or has visions which lead him on a search to recover lost artefacts of the Lizardmen which are deemed vital by the Serpent God Sotek. Roll a D6 when Tichi-Huichi's Raiders successfully charge a unit containing an enemy character; on a 4+ Tichi-Huichi recognizes one of the items carried by the enemy character (be they magical or mundane) to be the artefact seen in his dreams. Tichi-Huichi and his unit will fight all the harder to recover this item, and will benefit from the Devastating Charge rule this turn.

CAPTAIN: Tichi-Huichi MOTTO: Cold-Blooded efficiency. BATTLE-CRY: "Tupyn tzlaga anapaq quito qrizliz"
(rough translation: Get out of the way because the Horned Ones are thirsty!)

APPEARANCE: Tichi-Huichi's Raiders are light
green skinned with red crests and scales. Tichi-Huichi himself is a crimson red and he has a black crest and scales. The Raiders wield short spears that are obsidian-tipped and coated in poisons from the jungles of Lustria, as well as small round shields to deflect the blows of their attackers. The Raider's Horned One mounts are black skinned with red scales and more often than not, the blood of the enemies of the Old Ones dripping from their mouths.


A poisoned knife between the ribs is the sort of gift that most mercenary generals wish on their foes, but few would relish themselves. This keeps assassins like Vespero in constant employment, if only to make sure they‟re not working for the other side!
The rivalry between the merchants of Tilea is so violent that everyone of consequence hires bodyguards. These bodyguards protect their master from plotters, assassins, rebels, and the like. Inevitably bodyguards end up fighting in the streets with the bodyguards of rivals. Street battles frequently break out in the narrow alleys and piazzas of Tilean cities in times of war, revolt, or civil disturbance, or in other words, pretty much every day! It is said that Stabbio the Bad, exiled Prince of Luccini, was the first to train his bodyguards as expert duellists, armed in what has since become the traditional duellist style. Others started to copy this innovative style of fighting after suffering at the hands of Stabbio‘s henchmen! A Prince finding himself an exile or a fugitive from his city is wise to hire a band of freelance duellists and use their services to regain or usurp power. Indeed, not only Princes but also adventurers, ambassadors, and explorers often hire an escort of duellists who will appear to the uninitiated to be ordinary travelling companions until they are required to cast aside their cloaks to protect their master. Various mercenary generals have even hired duellists for use in battle, to protect the vulnerable flanks and rear of their mercenary pike companies. The most notorious band for hire in Tilea and the lands beyond is that of Vespero: a young and reckless nobleman, much given to self indulgence and dubious escapades. Vespero is known as ‗The Wasp‘ because of his personal duelling style which is best summed up as stubborn persistence ending in a very nasty sting! Vespero was the younger son of a powerful merchant in Luccini, but due to a quarrel with a rival family over the favors of a noble lady, he was forced into exile in Verezzo where he joined a mercenary bodyguard. Unfortunately, Vespero‘s romantic adventures got him into trouble here as well and his expert skill resulted in the untimely end of so many noble youths in the city that their families all swore vendettas against him and put a bounty of one million gold ducats on his head! Hunted through the streets by rival duellists, he barely escaped from the city with his life. From that moment, Vespero, together with his band of reckless young duellists (hand-picked by him as the best exponents of their art) were up for hire to the highest bidder. They soon earned a notorious reputation, not only in street fights but in various battles, coups, and revolts throughout Tilea and beyond. Recently, Vespero turned up in Miragliano, where Borgio gave him the opportunity to get even with his pursuers as part of the great Prince‘s political intrigues. After the last and most successful assassination attempt of Borgio, and the street fighting in Miragliano which followed, Vespero disappeared, although he was in no way implicated since he had been paid well and so was presumably as loyal as could be expected. His motive is more likely to be to seek out those behind Borgio‘s demise to get posthumous revenge as a final act of loyalty to his former protector. Who knows where Vespero will turn up next?

Contract of employment
Duke Gaston de Baguette of the Chateau Miral graciously agrees to hire the mercenary Captain Vespero and his brave company of warriors as his personal bodyguard for the sum of 80 gold coins per month. In return, Vespero and his men agree to provide for the safety of the person of the esteemed Duke and his family and to protect them from vile assassins and cutthroats.

Assassination's a dirty job, but someone's got to do it!

Vespero Duellist

M WS BS S T W I A Ld 4 6 5 4 4 2 6 3 8 4 5 3 3 3 1 4 1 7

CAPTAIN: Vespero. MOTTO: Vengeance with a Smile. BATTLE-CRY: Prepare to Die! APPEARANCE: The duellists of Vespero‘s
Vendetta wear tight-fitting, black clothing and carry a cloak. They are youthful and agile, wear their hair long and dress in the latest Tilean styles. They are armed with an elegant duelling sword and a left-handed dagger, as well as carrying numerous throwing knives on their person. The daggers are used to parry opponents‘ sword thrusts and its hilt is therefore shaped so as to catch an adversary‘s blade. These weapons are kept concealed beneath their cloak so that the duellists can accompany their master, carry messages for him, or walk the streets of the city without attracting unnecessary attention or revealing that they are armed. In combat, the cloak itself is used to skilfully parry and catch opponents‘ weapon strikes. Vespero, like many of his men, has several impressive duelling scars.

UNIT SIZE: 5+ EQUIPMENT: Two hand weapons, throwing knives
and cloaks.

TROOP TYPE: Infantry. SPECIAL RULES: Killing Blow (Vespero only),
Skirmishers. Cloak & Dagger: The duellists are armed with two hand weapons – a sword and a dagger. The duellists also carry a cloak which is draped over the dagger arm, with both the cloak and dagger used to parry and catch an opponent‘s weapon thrusts in hand-to-hand combat. Vespero and the Duellists have a 5+ Parry save, even if attacked in the flank or rear.

Grimacing Death Mask (Enchanted Item) Vespero likes to hide his identity behind a mask when he prowls the narrow alleys, pursuing the dubious political ambitions of whatever Prince he is serving at the time. The mask, which represents the grimacing face of death, is the last thing Vespero‟s duelling opponents see before they meet their sudden end. Models in base contact with Vespero lose one attack in the first round of Close Combat. This has no effect on models Immune to Psychology.

POINTS: Vespero and four Duellists cost a total of
130 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra models at a cost of +9 points each.


It‟s not just losing, it‟s losing to them. They‟re barely even proper soldiers. No discipline, no uniforms, and the worst breath you‟ve ever smelt on anyone that wasn‟t an Ogre. So why do they fight like the personal guard of the Emperor?
Count Emmerschein von Mirrenburg Voland came to Tilea from somewhere within the Empire. At the time he was just one of many mercenary heroes hired by the Tileans in the never-ending wars. He rose to prominence as leader of a band of mercenary knights called the Venators, which means ‗hunters‘ in low Tilean. The motives of Voland and his brother knights could not have been more different from the Bretonnian or even the Empire traditions of knighthood! They were soldiers of fortune interested only in two things, namely money and spending it! They were also expert cavalry whose thunderous charge could scatter the deepest enemy formations – something which the Tileans desperately needed, but lacked until that time. Those who joined Voland were often as not the dispossessed, and frequently disgraced, sons of the rich and famous, owning nothing but magnificent suits of armor and well-bred warhorses. Their ambitions turned mainly to fighting and money though not necessarily in that order. Not only were they good at fighting, but they were eager to practice and get even better. These young wastrels were joined by renegade knights from the Empire, and one or two Bretonnian Knights Errant who somehow forgot their noble errands, leading to a lot of good humoured rivalry and brawling. Voland decreed that the Venators should abandon all identifying family crests and adopt new names in order to obscure their true origins. It is rumoured that Voland himself was really the disgraced son of some wellknown Empire count. There were also rumours that he was none other than the bastard son of the Emperor! Voland himself never sought to affirm or contradict any of these tales, which consequently grew ever more elaborate and unlikely over the years. The story that he was the shameful offspring of the Fay Enchantress of Bretonnia and an extraordinarily intelligent, one-eyed pig called Eric is one of the less credible yarns spun about Voland‘s mysterious past. Voland‘s Venators fought their way through the Old World hiring themselves out for gold, which they spent mainly on debauched drinking sessions in which wine was consumed by the gallon. For a while they travelled east where they were hired by some of the more desperate of the Border Princes, tenaciously holding on to their tiny realms in the Orc-infested wastes. For entertainment between battles the Venators joust against each other while their companions make wagers on the outcome. It is quite common for Venators to be seriously injured or even killed in these fights, or in the drunken brawls which inevitably follow. The regiment is accompanied on the march by a long baggage train of servants, grooms, and raucous camp followers piled on top of trundling wagons loaded with casks of looted wine. The noise of their camp can be heard miles away. Voland and his men once shocked Bretonnian chivalry by their sheer audacity of turning up at the great tourney of Couronne with their armour still tarnished with the mud and blood of Kislevite battlefields. Despite nursing gargantuan hangovers and against all expectations the Venators unhorsed the King‘s champion and a score of the best knights in the realm. The King of Bretonnia was so incensed that he swore Voland would never enter his realm again except in chains! Despised by Bretonnian knights and shunned by knights of the Empire, the Venators care not a fig! They have fought in many hard battles, against the worst of enemies, in places where nobler and more sober knights have never been seen.

For Hire
Voland's Venators
The Answer
to all your... Outstanding Territorial Claims Pretensions to Power Political Opposition Ungrateful Subjects Treacherous Relatives Noisy Neighbours?

No questions asked! The cost?
very reasonable Find us at the sign of the Slaughtered Orc


We are Voland's Venators The drunken cavalry! We cannot march, we cannot fight What wretched knights are we! But when we see the enemy Our heads are very clear We charge straight for their baggage camp And liberate their gear!
One of the favourite drinking songs of Voland's Venators (the others are too rude to print).

This is the smallest unit you can hire. The regiment may be enlarged by adding extra models at a cost of 25 points each. M WS BS S T 4 5 5 4 4 4 4 3 4 3 8 3 0 3 3 W 2 1 1 I 5 3 3 A 3 1 1 Ld 8 8 5

Voland Venator Warhorse

UNIT SIZE: 5+ EQUIPMENT: Hand weapon, lance, full plate
armour, shield, barded warhorse.

TROOP TYPE: Cavalry.

CAPTAIN:Voland. MOTTO: Voland‘s Venators. The Answer. No
Questions Asked.

Drunken Cavalry: More often than not, Voland and his fellow knights will turn up to the battle still nursing hangovers. They are even known to carry a small flagon of wine or other alcohol with them as they ride into battle. The effect of their drinking combined with their hard fought experience in countless battles against the worst of enemies lends them a sort of courage not found among nobler knights. Voland‘s Venators may always re-roll failed Psychology tests. However, their ill-disciplined manner also means they must re-roll successful tests to March, Reform and Restrain from Pursuit.

BATTLE-CRY: Last One to Die‘s a Sissy! APPEARANCE: The regiment wears burnished
brass armour and no heraldry except a V sign.

POINTS: Voland and four Venators cost a total of
200 points including a Standard Bearer and Musician.


“I already could smell the vampire‟s foul breath and saw his pointy teeth shimmering. I thought of my Martha. Two shots rang through the night and the two ghostly figures to the left and right of the count of darkness fell to the ground. Filled with rage, the vampire turned to face the new adversary. A sudden chant, almost like a prayer, seemed although to slow his movements. I assume that the shiny tip of the stake was the last thing his undead eyes cast their sight upon.”
Mercenary Marcel Wilbendorf on the victory at Drakenhof

In the grim reality of the Old World, secret cults plot the coming of Chaos, Sorcerers meddle with dark magics and the Undead stalk the earth. But there are those who battle against the unnatural horrors of the Old World. They are the Witch Hunters – driven men who wander the Old World rooting out evil. Witch Hunters are a secret order of scattered men, obsessed with the destruction of Chaos, Undead, mutants, deviants, unbelievers, blasphemers and potentially anyone else except other Witch Hunters. Many people find their fanaticism disturbing and their extreme beliefs threatening, so the Witch Hunters are rarely welcome to stay anywhere for long. Who know who will fall under suspicion next? A single wrong word may condemn you!

Johann van Hel is perhaps the most famous of all the Witch Hunters of the age, the slayer of the Vampire Gunther von Blodfel and the man who purged the haunted castle of Reikwald. Where he comes from and why he has chosen to become a Witch Hunter, remain unknown. Johann does not talk about his past and it is unwise to question this grim and moody man about things he does not want to discuss. But those who are well versed in the Lore of the Empire know that he shares the name of the infamous Van Hel, the dreaded Necromancer of ancient times. All of the descendants of Van Hel have strived to atone for the evil deeds of their ancestor, but without success. For each evil Sorcerer destroyed ten new ones step onto the path of Damnation. For every Vampire slain an entire noble family will be infected the curse of Vampirism. One can only guess the weight of guilt and angst that Johann carries. Johann has only one companion, and he is not part of the order of Witch Hunters. He is Wilhelm Hasburg, a priest of Sigmar whose temple was burned by Chaos worshipers. Some say he became insane watching his life's work go up in flames, but none dare to dispute his faith and piety, which he shows with horrific self-mutilation and ceaseless prophesies of the end of the world. It is believed that his faith and continuous prayers protect him from evil magic, and he is certainly able to crush the skull of any blasphemer, using the staff he found in the ruins of his temple. When facing supernatural foes, many desperate generals draw the Mark of the Hammer on roads signs and town gates, calling the legendary Witch Hunters to come their aid. Johann will offer his services to anyone who is willing to pay. All of the gold that he does not need himself is donated to the church of Sigmar. So when the forces of Undeath threaten or the darkness of Chaos falls upon the Old World, Johann van Hal and Wilhelm come. They face the most terrible foes without fear, and attack foul Undead or terrifying Daemons with cold fury and hatred burning in their eyes. After the battle they claim their prize and depart without a word. Most are glad to see them go.


CAPTAIN: Johann van Hal. MOTTO: Burn Them All! BATTLE-CRY: "It's a Witch!" is not Johann's
official battle cry, but is often the last thing his opponents hear.

Divine Power: Wilhelm is blessed by Sigmar and can invoke the god‘s protection against the sorcerous powers of the enemy. He can channel power and dispel dice in the same manner as Wizards. Accusation: After deployment, but before the first turn begins, select a single model in your opponent‘s army to accuse of heresy. This is Johann‘s primary quarry. Johann may re-roll all failed To Hit against his primary quarry. Every hit he inflicts on that models also has the Killing Blow special rule, even if they were from a shooting attack. Finally, Johann may also choose to shoot at the primary quarry as if he had the Sniper special rule. Witch Hunter Weapons: Johann is armed with pistols loaded with silver bullets that have been blessed by Wilhelm one by one. Thus all his shooting attacks count as magical. In addition, when attacking Wizards, Undead or Daemons, Johann may re-roll failed rolls To Wound.

APPEARANCE: Johann wears a white coat and
black cloak, topped off with a broad-brimmed hat. Wilhelm wears a long brown robe, and carries a number of holy Sigmarite relics on him.

POINTS: Johann van Hal and Wilhelm Hasburg cost
a total of 190 points. Johann is worth 80 points and Wilhelm is worth 110 pts. M WS BS S T W I A Ld 4 5 5 4 4 2 5 3 9 4 4 3 4 4 2 4 2 8

Johann van Hal Wilhelm Hasburg

Stake of Sigmar (Magic Weapon) This ancient relic is said to be a fragment of the tree felled by Sigmar with a single stroke when the Unberogen tribe started building the city of Altdorf. It was held in the temple of Obersdorf until Orcs and Goblins sacked the town and the relic was lost. Now Johann van Hel carries it. Requires two hands. The Stake of Sigmar fills Johann van Hel with the strength and purpose of Sigmar himself. It doubles Johann‘s Strength when he is fighting against any Undead creatures or Daemons. In addition, a single unsaved wound caused by the Stake automatically slays any Vampire outright with no saves allowed. Holy Staff (Magic Weapon) Atop this ironwood staff is mounted the jawbone which it is said, was used by Sigmar when he single-handedly destroyed an army of Skaven. Wilhelm found it buried under the ruins of his temple. Requires two hands. Wilhelm may add +2 to his Strength when fighting in Close Combat. In addition the staff will automatically wound any Skaven, Daemon, or Undead creature. The Hammer of Witches (Talisman) Wilhelm is a fanatical priest of Sigmar, obsessed with the destruction of the forces of Undead and Chaos. When he reads the litanies of banishment from his holy book called „the Hammer of Witches‟, he radiates an aura of holiness and utter faith. Against any Chaos, Dark Magic or Necromantic spell targeted towards Wilhelm or Johann, they gains a Magic Resistance equal to the number of dice used to cast the spell.

UNIT SIZE: Johann van Hal and Wilhelm Hasburg. EQUIPMENT: Johann carries a brace of pistols, an
assorted collection of stakes, holy relics and the Stake of Sigmar. Wilhelm is armed with the Holy Staff and carries the great book – the Hammer of Witches.

TROOP TYPE: Infantry (Character). SPECIAL RULES: Immune to Psychology,
Hatred, Skirmishers (unless joining a nonskirmishing unit). Battle Prayers: Wilhelm is granted exceptional powers by his divine patron which he can wield to smite his foes in battle. Wilhelm knows the three Battle Prayers listed below. Battle Prayers are innate bound spells (power level 3). Battle Prayers are augment spells that target Wilhelm and his unit.  Hammer of Sigmar: Wilhelm and his unit may reroll failed To Wound rolls in close combat until the start of the next friendly Magic phase.  Shield of Faith: Wilhelm and his unit gain a 5+ Ward save against all Wound inflicted in close combat until the start of the next friendly Magic phase.  Soulfire: Wilhelm and his unit gain the Flaming Attacks special rule until the start of the next friendly Magic phase. In addition, when cast, all enemy models in base contact with Wilhelm suffer a Strength 4 hit. Undead, and models with the Daemonic special rule in base contact suffer a Strength 5 hit instead, with no armour save allowed.


If you wish to add Regiments of Renown to your existing Warhammer army, then you should check the For Hire table below. You'll see that each Regiment of Renown is available for hire to a limited selection of armies. This is not because the mercenaries are choosy who they fight for (far from it!), but because some armies would never hire certain races or individuals. No self-respecting Dwarf general is going to hire Morgrog the Dwarf Crusher now is he? The Bretonnians have far too much pride to even consider hiring others to fight their battles. Indeed, even if
Bretonnia The Alcatani Fellowship Pirazzo’s Lost Legion Leopold’s Leopard Company Ricco’s Republican Guard Marksmen of Miragliano Braganza’s Besiegers Vesperro’s Vendetta Voland’s Venators Al Muktar’s Desert Dogs Lumpin Croop’s Fighting Cocks Golgfag’s Mercenary Ogres Long Drong’s Slayer Pirates Beorg Bearstruck and the Bearmen of Urslo Oglah Khan’s Wolfboyz Tichi-Huichi’s Raiders Ruglud’s Armoured Orcs Mengil Manhide’s Manflayers The Cursed Company Anakonda’s Amazons The Birdmen of Catrazza Bronzino’s Galloper Guns Malakai Makaisson’s Goblin- Hewer The Giants of Albion Asarnil the Dragonlord The Witchhunters Gotrek and Felix Dark Elves Special Special Special Dogs of War Core Core Core Dwarfs Special Special Special High Elves Special Special Special Lizardmen Special Special Special

outnumbered ten to one, they would rather fight on and retain their pride than stoop so low as to pay others to fight for them! Therefore, the only units they may hire are those who do not fight for gold but a greater cause like glory and honour! Even the most foolhardy general would have a hard time convincing his men to fight for a Bloodthirster. Likewise, the inhuman Beastmen carry little in terms of valuables or even an understandable language to appeal to mercenaries. Therefore, Daemons of Chaos and Beastmen may never include Regiments of Renown.
Ogre Kingdoms Special Special Special Orcs & Goblins Special Special Special Skaven Special Special Special The Empire Special Special Special Tomb Kings Special Special Special Vampire Counts Special Special Special Warriors of Chaos Special Special Special Wood Elves Special Special Special

Special Special Special Special Special Special

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Famous mercenary regiments acquire a certain notoriety because they are remarkably successful, brutal, adventurous, or for some other reason that brings them to the attention of the world. Regiments of Renown are daring sell-swords, infamous the world over, who will fight for any army in the Known World… as long as the pay is good!

Inside you will find:
 Rules and descriptions for every Regiment of Renown available for hire.  A Fore Hire table that details which army can hire what Regiment of Renown.  A section that details the background and history for the various Regiments of Renown. Warhammer: Regiments of Renown is an expansion for Warhammer, the Game of Fantasy Battles.